@StainlessTobii wrote:
This is really doing my head in.
My renderer is multi-threaded, but the renderer itself runs on a single core. Not on the main thread though.
At the start of a render pass I render an environment cube by rendering each face into a texture cube using SetRenderTarget(RenderTargetCube,CubeMapFace)
Then I render the sky, and all the other geometry is rendered by pass number.
So think
Render environment map
Render sky
Render terrain
Render objects
etc.I then use the rendered environment map as an input to a few shaders. Glass, water, ocean, etc.
Every shader that uses the environment map glitches. Every second or two it just goes horribly wrong.
It is driving me mad.
I wondered if my code was interfering with the graphics device on the main thread, but I have built in a profiler to my engine and even with a bunch of game objects , huge ocean, and sky .... it's not even reaching 4 mS .
I can also see my synchronisation is working well and I am not getting threading issues.
So ... lost.
Anyone have any ideas what I can try?
Extra info, just tried rendering the environment map once at the start of the run, and the glitch goes away.
Not a lot of use as a dynamic environment map though.
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