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macOS with Intel Iris Graphics - Godot 4 beta 5 Project Manager using OpenGL3 is empty. #68760
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I wonder if it is related to the fact you are using an older macOS (I assume that 2015 laptops, can't, or shouldn't be updated to the lates macOS. |
@snougo Can you try opening the editor from the command line with the command line argument |
@clayjohn yes It's opening
|
@snougo Could you also let me know what gets printed when you run godot using the OpenGL renderer? |
peter@KevindeMacBook-Pro ~ % /Applications/Godot.app/Contents/MacOS/Godot --rendering-method gl_compatibility |
Just tried in on macOS 13.0.1 and the editor interface is rendering as expected |
I tried the same method but mine doesn't work I'm running on a macOS High Sierra version 10.13.6 with an intel Iris graphics 6100 |
oh it works i just need to wait a little bit... |
Yes, at first time you may need to wait a seconds, but next time it will be quickly to launch. |
wait, my mesh is not showing |
my device is MacBookPro 2013 late, maybe you can try to upgrade your os version to macOS 11.7.1 |
i cant upgrade it my mac will break |
uh did you use the --rendering-method gl_compatibility? |
i tried the same (--rendering-method gl_compatibility )and all is grey |
no gizmo too only skybox |
my fps is also 1000 |
I bought a 2015 Macbook pro (same as in the OP) this weekend and can now reproduce the issue. I hope to have a fix later this week. I will update here once I am closer to fixing this. |
I change the computer to macOS Catalina version 10.15.7 and it seems to fix the problem :) |
With the new Beta 7 out today, I spent some time trying to get Godot 4 working on my older Macbook. I'll document my findings here: SystemMacBook Pro (Retina, 13-inch, Early 2015) 1. Mobile
Result is a blank editor screen as per original issue. This occurred for me on macOS High Sierra (10.13.2) and Mojave (10.14.6). Incidentally, buttons are pushable (i.e. blindly clicking in the first "Please Confirm..." dialog where buttons should be visible (same in the main editor window)); this yields familiar dialogs (import, create new etc). On Catalina (10.15.7) the editor launches correctly. Further, creating a project with With Mobile support it launches fine, and I can see the gizmo when I select a Node3D scene root. 2. GL Compatibility
In each case of macOS High Sierra (10.13.2), Mojave (10.14.6) and Catalina (10.15.7), the editor fails to launch. For 10.13.2 and 10.14.6, lots of log output but no window. For 10.15.7, the editor window appears but has no UI (though these "invisible" buttons are clickable as in Mobile). I don't have the log output anymore, but the issues appeared quite similar. |
As a quick update on this issue. I spent a day this week debugging this issue. Oddly enough, there are no errors and the shaders appear to be running correctly. The only catch is the shaders aren't receiving data from some of the bound uniforms (some of them work correctly). Oddly enough the uniform buffers appear to be bound properly and filled properly, but the shader doesn't get any of the data. I think given a few days I could get a workaround up and running, but at this point I am 99% sure that this is a driver bug. Given that our plan is to exclusively ship Apple using ANGLE to translate OpenGL to Metal, I have started working on getting ANGLE working with current master (building on the great work of @bruvzg in #54914). If my theory is correct everything will render correctly once ANGLE is used and we won't have to add any workarounds into the renderer. |
I got ANGLE working earlier this week and it worked, but much to my disappointment, it bloated shader compile times by around 100x (it took about 5 minutes to load the project manager). This afternoon I did a little investigation into rewriting the canvas shader in a way that might be a bit more friendly to the poor macOS drivers and came up with https://github.com/clayjohn/godot/tree/GLES3-attribs This branch works on my early 2015 macbook (12.6.1) If anyone who is facing this problem is okay building the engine themself, please test out https://github.com/clayjohn/godot/tree/GLES3-attribs and let me know if it works for you. I need to do some more investigation as https://github.com/clayjohn/godot/tree/GLES3-attribs runs slower on my main device than master (master runs the project manager in 2 ms and this branch takes 4 ms) |
I'm not sure if this is a new issue. Project manager also takes 5 minutes to load on a new Godot install if I force I have the same macbook and OS version as you (early 2015 pro, 12.6.1). I also have a dual boot of 10.13 which I can test it with |
i tried the new beta 8 but when i open it the same grey screen still hapened |
fixed in beta9 |
yay! it worked! the beta 9 also have opengl3 |
i have access to forward + :D |
i'm kinda sad because theres less features :( |
opengl3 still fast tho |
Godot version
v4.0.beta5.official
System information
macOS Big Sur v11.6.8, MacBook Pro (Retina, 13-inch, Early 2015), 2,7 GHz Dual-Core Inter Core i5, Intel Iris Graphics 6100 1536 MB, 8GB RAM
Issue description
When launching Godot, the Project Manager doesn't show anything at all. I can open the project through the project.godot file and everything seems to be working well.
Steps to reproduce
Just launching the Godot app.
Minimal reproduction project
No response
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