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Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.

Postponed

Votes

1

Found in [Package]

1.4.11f2

Issue ID

UVSB-850

Regression

No

Editor instability with OpenGL or Metal

Package: Visual Scripting

-

[Original Ticket Link |https://support.ludiq.io/communities/5/topics/590-editor-instability-with-opengl-or-metal] - Marked as Unity bug by Lazlo. It's an old issue lets see if it's still reproducible.

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Hey all,

I've noticed that OpenGLCore has caused me some trouble with Bolt. For my projects purposes I need to be running OpenGLCore in editor, sadly I've found bolt is incredibly crashy in editor when Graphics API OpenGLCore is active. I encourage anyone reading this to give it a shot and try it. I would love more data points. I can't even create a flow to simply rotate a cube before it crashes. The issues are 100% reproducible when they occur as well, no randomness, so I suspect an underlying UI library going haywire. The crashes are so numerous and across the board that listing any one of them is kind of pointless. As a software engineer I have concluded that this problem is likely based on the various editor UI API layers, not any specific issue with Bolt's logic. My recommendation for starting working on this bug would be to toss the editor into Graphics API OpenGLCore and try to do anything really.

Hopefully this is an issue that is possible to resolve. If I have simply missed the memo on what Graphics APIs are supported, let me know I'll shh.

All the best,

Oliver

  1. Resolution Note:

    Looks to be a unity bug not a Bolt 1 issue. Logging as postponed so we can possibly transfer to the correct team.

Comments (1)

  1. alexmaddy

    May 03, 2022 12:21

    Before the values ​​are stored in the frame buffer, a series of operations are performed that can change or even discard the fragments. All of these operations can be turned on or off. The first operation that may occur is texture overlay, where the texel (texture element) is generated from the texture memory for each fragment and applied to the fragment. The fog calculation that follows the crop test, the alpha test, the stencil test, and the depth buffer test (depth buffer is used to remove covered surfaces) can be used. Failure of the included text may result in the completion of the fragment square calculation. After that, mixing, blurring, logical operations and bit making can be performed. I can recommend you to contact 3d engineers from Engre.ko, at this link: Https://engre.co/ Finally, a carefully calculated fragment is transferred to the appropriate frame buffer, where it is a pixel and remains at rest.

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