stride3d / stride3d/stride

[Material] Tesselation and displacement compatibility

Open
#477 5 comments 2 reactions 0 assignees View on GitHub

Nobody has claimed this yet.

area-Graphics area-Shaders bug
Dominant language
C#
Stars
7.8k
Forks
1.2k
Avg merge
2d 17h
Merged PRs (30d)
49

Description

Release Type: Official Release/GitHub (please choose appropriate option)

Version: 3.1.0.1-beta2-0615

Platform(s): Windows

PROJECT LINK for DEBUG: https://gofile.io/?c=BBQZmd
Describe the bug

  1. Cannot use normal maps alongside displacement maps at the domain stage, the material disappears.
  2. Displacement maps, after tesselation with edge fixing so the object doesn't split, mess up the textures in the uv set.
  3. Displacement maps after tesselation, make faces disappear from the camera view as it gets closer/further away to the edges of the rendered screen.

To Reproduce

  1. Open the project, check the different objects seen in the screenshots, you'll see the issues I mention.

ScreenShots
Tesselation+Displacement working fine except for the face issue, mentioned in #3. It's without normal, if I add normal I get across issue 1.
WOWOWOW

Issue #2, the texture is messed up, if I remove displacement and tesselation, the texture looks ok.
facefixing

#3, with camera away it seems ok.
FullWithCameraAway

#3, with camera close by faces are removed.
cutasclose

With vertex stage tesselation, I can add the normal map, but the object breaks apart.
wall0

rock0

But if I set it to domain stage #1 happens.
wall1

Contributor guide

Open the contributing guide

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start by opening the linked debug project and reproducing the three reported cases: normal maps with domain-stage displacement, UV corruption after tessellation, and faces disappearing near the screen edges. Compare the vertex-stage and domain-stage tessellation results shown in the screenshots; done means these material combinations render without disappearing faces, broken UVs, or separated geometry.

Written by the indexing model from the issue text.

Assessment

Tech stack
csharp
Domain
computer-graphics, game-dev
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
35/100

Get new issues in your inbox

A short digest of beginner-friendly GitHub issues.