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Post-processing effects show black screen first two frames


Go to solution Solved by Josh,

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Posted

After a swap chain is created, if post-processing effects are enabled, it will take three calls to World::Render before anything except a black screen will appear.

Related thread:

#include "UltraEngine.h"

using namespace UltraEngine;

int main(int argc, const char* argv[])
{
    EngineSettings settings;
    settings.asyncrender = false;
    Initialize(settings);

    //Get the displays
    auto displays = GetDisplays();

    //Create window
    auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_RESIZABLE | WINDOW_CENTER | WINDOW_TITLEBAR);

    //Create world
    auto world = CreateWorld();

    //Create framebuffer
    auto framebuffer = CreateFramebuffer(window);

    //Create a camera
    auto camera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC);
    camera->SetClearColor(0,0,1,1);
    camera->SetDepthPrepass(false);

    auto fx = LoadPostEffect("Shaders/FXAA.fx");
    camera->AddPostEffect(fx);

    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
    {
        auto e = WaitEvent();

        if (e.id == EVENT_KEYDOWN and e.data == KEY_SPACE)
        {
            camera->SetClearColor(Random(), Random(), Random());
            world->Update();
            world->Render(framebuffer);
        }
    }
    return 0;
}

 

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

This error seems to not be happening in the current build, on the AMD 6600 at least...

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

Still happening on the GEForce 1080, so it appears to be exclusive to Nvidia...

My job is to make tools you love, with the features you want, and performance you can't live without.

  • 5 months later...
  • Solution
Posted

Fixed in 0.9.5, or may be a Windows compositor issue.

I found what works best is do a render before showing the window, show the window, then do one more render.

My job is to make tools you love, with the features you want, and performance you can't live without.

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