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Don't keep DEPTH_CLAMP enabled after it's used #393
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iche033
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gazebosim:ahcorde/update/ogre2.2
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darksylinc:matias-ogre22-depthClampDisableFix
Sep 8, 2021
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Don't keep DEPTH_CLAMP enabled after it's used #393
iche033
merged 1 commit into
gazebosim:ahcorde/update/ogre2.2
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darksylinc:matias-ogre22-depthClampDisableFix
Sep 8, 2021
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Probably a copy-paste bug, after enabling DEPTH_CLAMP we must disable once we're done; but we call glEnable again instead of disabling it. Signed-off-by: Matias N. Goldberg <[email protected]>
Codecov Report
@@ Coverage Diff @@
## ahcorde/update/ogre2.2 #393 +/- ##
==========================================================
- Coverage 58.71% 58.70% -0.01%
==========================================================
Files 174 174
Lines 17184 17184
==========================================================
- Hits 10089 10088 -1
- Misses 7095 7096 +1
Continue to review full report at Codecov.
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* Ogre2.2 Signed-off-by: ahcorde <[email protected]> * Added media files Signed-off-by: ahcorde <[email protected]> * Added Headless mode Signed-off-by: ahcorde <[email protected]> * Added feedback Signed-off-by: ahcorde <[email protected]> * Added feedback Signed-off-by: ahcorde <[email protected]> * Add OGRE2.2 to dependencies Signed-off-by: Michael Carroll <[email protected]> * Fixed GPUray and depthCamera test Co-authored-by: Michael Carroll <[email protected]> Signed-off-by: ahcorde <[email protected]> * cast based on pf Signed-off-by: Ian Chen <[email protected]> * Fix cleanup with packaged debs Signed-off-by: Michael Carroll <[email protected]> * fix copy raw data Signed-off-by: Ian Chen <[email protected]> * fix material test Signed-off-by: Ian Chen <[email protected]> * Lint and compiler warning Signed-off-by: Michael Carroll <[email protected]> * Trim whitespace Signed-off-by: Michael Carroll <[email protected]> * Apply gamma correction to sky Signed-off-by: ahcorde <[email protected]> * Test fixes to Ogre2.2 branch (#279) Signed-off-by: Michael Carroll <[email protected]> * Revert gamma correction in the sky Signed-off-by: ahcorde <[email protected]> * enable grayscale albedo map to fix red color highlights and disable hardware gamma to fix dark sky color Signed-off-by: Ian Chen <[email protected]> * Local updates for Ogre2.2 against main branch (#317) * Local updates for Ogre2.2 against main branch Signed-off-by: Ian Chen <[email protected]> Co-authored-by: Ian Chen <[email protected]> * Fix merge Signed-off-by: ahcorde <[email protected]> * fix shadows in ogre 2.2 Signed-off-by: Ian Chen <[email protected]> * Lint Signed-off-by: Michael Carroll <[email protected]> * fix toggling sky Signed-off-by: Ian Chen <[email protected]> * fix camera test Signed-off-by: Ian Chen <[email protected]> * make linters happy Signed-off-by: ahcorde <[email protected]> * make linters happy Signed-off-by: ahcorde <[email protected]> * Fix small regression from merge Signed-off-by: Michael Carroll <[email protected]> * Remove problematic leftover files from 2.1 The mere presence of these files can cause incorrect shader generation or unknown visual bugs. IMPORTANT: The installation folder (i.e. CMAKE_INSTALL_PREFIX) must remove them as well. `make install` won't be enough because it won't remove files, only add new ones or update existing ones. This folder is usually installed in ign/install/share/ignition/ignition-rendering6/ogre2/media/Hlms Signed-off-by: Matias N. Goldberg <[email protected]> * Do not crash on shutdown - ogreRoot may be nullptr - Do not destroy textures already scheduled for destruction Signed-off-by: Matias N. Goldberg <[email protected]> * Remove problematic leftover files from 2.1 (#354) The mere presence of these files can cause incorrect shader generation or unknown visual bugs. IMPORTANT: The installation folder (i.e. CMAKE_INSTALL_PREFIX) must remove them as well. `make install` won't be enough because it won't remove files, only add new ones or update existing ones. This folder is usually installed in ign/install/share/ignition/ignition-rendering6/ogre2/media/Hlms Signed-off-by: Matias N. Goldberg <[email protected]> * Do not crash on shutdown (#355) - ogreRoot may be nullptr - Do not destroy textures already scheduled for destruction Signed-off-by: Matias N. Goldberg <[email protected]> * Removed unused variable Signed-off-by: ahcorde <[email protected]> * Restore FSAA support in 2.2 branch Signed-off-by: Matias N. Goldberg <[email protected]> * Fix changing background color not always taking immediate effect Changed pass_clear in favour of LoadAction::Clear which is more efficient on very modern GPUs and specially TBDR ones. Signed-off-by: Matias N. Goldberg <[email protected]> * Changed pass_clear in favour of LoadAction::Clear which is more efficient on very modern GPUs and specially TBDR ones. Signed-off-by: Matias N. Goldberg <[email protected]> * Missing public keyword Signed-off-by: Matias N. Goldberg <[email protected]> * Save VRAM when FSAA is used and no postprocessing There's an unused texture when these conditions are met (which are fairly common) This memory optimization could not be performed in Ogre 2.1, it needs Ogre 2.2+ Signed-off-by: Matias N. Goldberg <[email protected]> * Remove code deprecated in ign-rendering5 Syntax cosmetic changes for consistency Signed-off-by: Matias N. Goldberg <[email protected]> * Remove code deprecated in ign-rendering5 Signed-off-by: Matias N. Goldberg <[email protected]> * Code style fixes Signed-off-by: Matias N. Goldberg <[email protected]> * Undo VRAM saving optimization: It cannot be applied The "Final Composition" node requires both textures to be resident. Thus 2nd texture must always be resident. The optimization could still be applied if we create two Final Composition nodes (one for when 2 textures are needed, another for when only MSAA + 1 texture is needed) but this would: 1. Hurt code readability too much (i.e. what is going on?) 2. Increase debuggability difficulty too much because codepaths taken would differ depending on whether optimization was applied. Also certain bugs could remain hidden until compositors are toggled. This was causing ogre2_demo to fail. Signed-off-by: Matias N. Goldberg <[email protected]> * fixing tests Signed-off-by: Ian Chen <[email protected]> * add ifdef Signed-off-by: Ian Chen <[email protected]> * suppress warnings Signed-off-by: Ian Chen <[email protected]> * update syntax Signed-off-by: Ian Chen <[email protected]> * update syntax Signed-off-by: Ian Chen <[email protected]> * Don't keep DEPTH_CLAMP enabled after it's used (#393) Probably a copy-paste bug, after enabling DEPTH_CLAMP we must disable once we're done; but we call glEnable again instead of disabling it. Signed-off-by: Matias N. Goldberg <[email protected]> Co-authored-by: Michael Carroll <[email protected]> Co-authored-by: Ian Chen <[email protected]> Co-authored-by: Matias N. Goldberg <[email protected]>
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Probably a copy-paste bug, after enabling DEPTH_CLAMP we must disable
once we're done; but we call glEnable again instead of disabling it.
Signed-off-by: Matias N. Goldberg [email protected]
This is a silly bug
🦟 Bug fix
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