-
-
Notifications
You must be signed in to change notification settings - Fork 21.7k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Materials are rendering black if there are no lights in the scene (Intel driver bug) #25512
Comments
Without logs this might be pretty hard to find and fix. |
Where do I find the needed logs? I'm with the same problem but in HTML5 export, and looking at the browser console does not show any error related.
|
Well, Godot prints some information to stdout, which you can get on windows by running it from the command line, or from the console window which opens alongside Godot (in debug builds). |
Is this still reproducible in 3.1 beta 8 or later? |
Still present in latest Calinou builds |
Is this present in 3.1.2 or 3.2 beta x? |
@clayjohn No lights in any of these No Environment(red material applied) A custom environment with no changes to default values(red material) A custom environment with no changes to default values(red material)+ directional light |
Do remember that my hardware is ancient. |
Can anyone still reproduce this bug in Godot 3.2.3 or any later release? |
I seem to remember a similar bug being closed as fixed after the batching changes? |
Yes, that was #30330. |
@KoBeWi I am extremely sorry, but I have sold off that PC. So I can't check. |
Closing then. If someone can still reproduce, comment. |
Does it happen in Godot 3.4? |
What does fix is to use a mesa 3d .dll file in the same directory of the godot executable, this way Godot will be forced to render in the CPU instead of the GPU using mesa drivers. |
https://i.imgur.com/I95crK7.gif - Windows 10 Intel HD Graphics 620 on Godot 3.4.5 Just wanted to show this issue still exists, it only happens without a directional light OR if you have a meshinstance with a spatialmaterial and another without in the same area. No problem in GLES2 or with directional light visible. The flickering speed is not consistent, some camera positions it doesn't flicker at all. Some directions it flickers even faster. Btw I'm having the exact same problems from #30330 which was closed. Either something broke it since then or it was never really fixed. I'm using roughly default settings on a new project. OP seems to be having a separate problem from me and all the other people hijacking this issue though, to be clear. But maybe the problem is related? |
This doesn't actually fix the issue, merely sidestep it. Using a fixed ambient light color is different from using the sky as a source of ambient light color. |
As you said, it's just avoiding the problem, but at least it works if you intend to work on your project on another computer temporarily, and if you want to export your project, just fill the world environment settings in another computer and paste them inside your project, or move your entire project to export it from another computer. Perhaps the problem is due to the incompatibility of Godot 3.5 with the motherboard or processor, because I did not encounter the problem in Godot 4 or another device. |
Godot version:3.1
OS/device including version:Windows 7 64 bit
Intel g41 express chipset
Open Gl 2.1
Issue description: I used GLES2 renderer. Adding a mesh instance gives a completely black cube. Adding materials has no effect. The sky is rendering as it should. Using mesa3d as a open GL 3.1 fixes this problem. Otherwise it occurs on every project
Steps to reproduce: Add a cube in Godot 3.1 on intel g41 express on GLES2 project
Minimal reproduction project:
The text was updated successfully, but these errors were encountered: