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Materials are rendering black if there are no lights in the scene (Intel driver bug) #25512

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nikhilCad opened this issue Jan 31, 2019 · 26 comments

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@nikhilCad
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nikhilCad commented Jan 31, 2019

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:

@bojidar-bg
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Without logs this might be pretty hard to find and fix.

@TIBI4
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TIBI4 commented Jan 31, 2019

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.

Without logs this might be pretty hard to find and fix.

@bojidar-bg
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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).

@nikhilCad
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Here is the log
https://drive.google.com/file/d/1z8KfR_Wu7dqddRKIxIMUoh05Cp2Slssi/view?usp=drivesdk

@bojidar-bg bojidar-bg added this to the 3.1 milestone Feb 3, 2019
@nikhilCad nikhilCad changed the title Materials are rendering black on old intep g41 chipset Materials are rendering black on old intel g41 chipset Feb 15, 2019
@nikhilCad
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image
It turned out that I just needed to add a light to the scene. Though when I ran the same project on Mesa with a opengl 3.3 'emulated' environment, I found that a mesh with no materials was rendering blue without any material or light.
It is still a issue, but a minor one now.

GLES3-no lights give blue mesh
GLES2-no lights give black mesh

@akien-mga akien-mga changed the title Materials are rendering black on old intel g41 chipset Materials are rendering black on old intel g41 chipset (default environment not working) Feb 27, 2019
@akien-mga
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Is this still reproducible in 3.1 beta 8 or later?
Also make sure to have the default_env.tres defined as default environment in your project settings, otherwise it's normal that there is no default lighting. If it's defined and it still doesn't work, it might be that the settings used in default_env.tres don't work for your GPU, you could try to edit them to see what happens.

@akien-mga akien-mga modified the milestones: 3.1, 3.2 Feb 27, 2019
@nikhilCad
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Using beta 8 here, and its still not fixed
untitled
With that said, g41 chipset is quite old,2008 I think, and I dont think any serious(or even hobbyist) would be using it. Only I am stuck with it. :)

@nikhilCad
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Still present in latest Calinou builds

@clayjohn
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Is this present in 3.1.2 or 3.2 beta x?

@nikhilCad
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@clayjohn
3.2 beta 3

No lights in any of these

Default Environment
image

No Environment(red material applied)
image

No Environment No material
image

A custom environment with no changes to default values(red material)
image

A custom environment with no changes to default values(red material)+ directional light
image

@nikhilCad
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nikhilCad commented Dec 16, 2019

No directional light; Red Material; Custom Env; Ambient light set to white
image

@nikhilCad
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Do remember that my hardware is ancient.

@akien-mga akien-mga removed this from the 3.2 milestone Jan 9, 2020
@akien-mga akien-mga added the cherrypick:3.x Considered for cherry-picking into a future 3.x release label Jan 9, 2020
@KoBeWi
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KoBeWi commented Dec 7, 2020

Can anyone still reproduce this bug in Godot 3.2.3 or any later release?

@Zireael07
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I seem to remember a similar bug being closed as fixed after the batching changes?

@Calinou
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Calinou commented Dec 7, 2020

I seem to remember a similar bug being closed as fixed after the batching changes?

Yes, that was #30330.

@nikhilCad
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@KoBeWi I am extremely sorry, but I have sold off that PC. So I can't check.

@KoBeWi
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KoBeWi commented Dec 8, 2020

Closing then. If someone can still reproduce, comment.

@KoBeWi KoBeWi closed this as completed Dec 8, 2020
@akien-mga akien-mga removed the cherrypick:3.x Considered for cherry-picking into a future 3.x release label Feb 3, 2021
@deudz
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deudz commented Dec 13, 2021

I have the same issue
image
image

I'm In Godot 3.3.3

I have a Intel i3 550
Windows 10 64 bit
Also with the GLES2 render

@KoBeWi
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KoBeWi commented Dec 13, 2021

Does it happen in Godot 3.4?

@deudz
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deudz commented Dec 13, 2021

image
Yep

@KoBeWi KoBeWi reopened this Dec 13, 2021
@KoBeWi KoBeWi removed the archived label Dec 13, 2021
@KoBeWi KoBeWi added this to the 3.5 milestone Dec 13, 2021
@ghsoares
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ghsoares commented Jan 3, 2022

image
Also getting the same issue on Godot v3.4.stable.mono.official.206ba70f4

Windows 10 64 Bit
Intel HD Graphics 2000
GLES 2

@ghsoares
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ghsoares commented Jan 3, 2022

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.
The problem is that there will be a bit of performance issue on GLES 2 and a lot of slowdown on GLES 3 (slowing down the entire computer)

@Calinou Calinou changed the title Materials are rendering black on old intel g41 chipset (default environment not working) Materials are rendering black on old intel g41 chipset (default environment not working) (GLES2) Apr 28, 2022
@lesleyrs
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lesleyrs commented Aug 3, 2022

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?

@Calinou Calinou changed the title Materials are rendering black on old intel g41 chipset (default environment not working) (GLES2) Materials are rendering black if there are no lights in the scene Aug 3, 2022
@Calinou Calinou changed the title Materials are rendering black if there are no lights in the scene Materials are rendering black if there are no lights in the scene (Intel driver bug) Aug 3, 2022
@066489
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066489 commented Jan 6, 2024

ERROR
01
FIX
02

@Calinou
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Calinou commented Jan 9, 2024

FIX

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.

@066489
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066489 commented Jan 28, 2024

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.
This is a partial solution for those who have not found a solution and do not want to spend their brains trying to find a solution
And sorry for talking so much

@KoBeWi KoBeWi modified the milestones: 3.5, 3.x Apr 23, 2024
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