I’ve been toying around with a project in which I have a very texture memory consuming pipeline.
In a specific post-processing effect (which combines 6 textures) I get big almost-random large white blocks. When I try to render the output the blocks become black.
And the blocks have a specific preference for my terrain (all of them are centered on terrain interior or edges).
What could be going on?
I used smaller textures for everything but the problem remains.
Come oon it’s not that strange! it’s just an overglowing HDR failure
Disable texture mapping?? I don’t think that’s a viable manual debugging solution
Hmm I think that you think that the black blocks are rocks, but aren’t.
One new weird thing :
If I reduce the terrain size to just 2 triangles, the problem vanishes.
I’ve been using the same code for the simple terrain, and really, it is fine. It has been working flawlessly for some months.
Update :
I am monitoring the light pass in the app with glIntercept.
-> The normals are great
-> The light direction is great
-> If I output NdotL then some jittered-noise pitch-black points appear, sometimes in line patterns (& the rest correct)
If I clamp the same NdotL to (0,1) it’s white
(probably that’s the same with the blocks -> NaN or sth?)
The jittered points … ‘become’ large blocks if I apply a specific post-process (mix of 6 blurred outputs of the problematic line output).
pic1: no post-proc other than a fullscreen directional light pass
Some black points appear sometimes in line patterns (I’ve circles the areas of interest)
pic2 : the same with the blur-and-combine post proc
Ok the blocks are actually the natural extension of the problem if I blur and combine Nan/Inf points (Nan is viral in blurring)