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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;
}

 

Let's build cool stuff and have fun. :)

  • 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.

Let's build cool stuff and have fun. :)

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