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TextureCube issue

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@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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