-
Notifications
You must be signed in to change notification settings - Fork 10
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
TAA (was: panic when taa is enabled) #27
Comments
I can reproduce, but I'm not sure why it occurs yet. Bind group 0 should be the mesh view bindings, which doesn't look like it's affected by TAA. |
I've fixed the panic with bf2385f, but for TAA to work properly the outline shader also needs to write to the depth and motion vector textures. Alternatively, the outline pass could run after TAA but then outlines wouldn't be anti-aliased. |
Is the sphere moving in your example? If it's not moving then the motion vectors will be zero just like the background and it will look correct. However, if you enable TAA on one of the examples with moving objects, then you can see that the border of the outline has a fuzzy effect. Per comments in the Bevy source code:
I will address this issue, but I cannot guarantee a time scale. |
No. You are right, the borders of moving objects are kinda fuzzy |
@komadori could you draft a patch release with the panic fix? |
@Shatur I've released the interim fix in 0.6.1. |
One problem is that TAA reads from both the motion vector buffer and the depth buffer. However, the outline pass reuses and clears the depth buffer, and so I'm not sure how to make TAA work correctly after outlining. Presently, I've changed the render graph so that the outlining node runs between the tone-mapping and FXAA labels and hence after TAA. This means that there are no TAA artefacts caused by outlining, but outlines are not anti-aliased by TAA. The new ui_aa example on master illustrates this. |
@komadori panics for me with TAA enabled on 0.14 :(
|
The text was updated successfully, but these errors were encountered: