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Windows 11 Editor Issues


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Go to solution Solved by Josh,

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I think the overdraw problem was caused by my use of WS_EX_TRANSPARENT in every created window. I still have a problem with the 3D viewport rendering black, but I think this fixes the background overdraw problem.

My job is to make tools you love, with the features you want, and performance you can't live without.

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@Josh: My issue was caused by a windows update which corrupted the nvidia driver. A reinstall of the nvidia drivers fixed it. 

The rendering looks much smoother now and nearly no artifacts are there. Only when resizing the viewport, then the viewports are not updated, otherwise a great enhancement.

  • Intel® Core™ i7-8550U @ 1.80 Ghz 
  • 16GB RAM 
  • INTEL UHD Graphics 620
  • Windows 10 Pro 64-Bit-Version
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The black screen is being caused by one of the post-processing effects, so probably some syncing thing when a new texture buffer is created. It's definitely a Vulkan problem.

My job is to make tools you love, with the features you want, and performance you can't live without.

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4 hours ago, Josh said:

I have temporarily disabled post-processing effects in the editor. Please confirm that this solves all your rendering problems.

Much better. I can now make things without being easily interrupted. 

This also fixes the asset browser too. 

Cyclone - Ultra Game System - Component PreprocessorTex2TGA - Darkness Awaits Template (Leadwerks)

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This simple example shows the problem. I have to hit the space key three times after each window resize before the screen renders again. Without the post effect it works fine:
 

#include "UltraEngine.h"

using namespace UltraEngine;

int main(int argc, const char* argv[])
{
    EngineSettings settings;
    settings.asyncrender = false;
    Initialize(settings);

    //Get the displays
    auto displays = GetDisplays();

    //Create window
    auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_RESIZABLE | WINDOW_CENTER | WINDOW_TITLEBAR);

    //Create world
    auto world = CreateWorld();

    //Create framebuffer
    auto framebuffer = CreateFramebuffer(window);

    //Create a camera
    auto camera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC);
    camera->SetClearColor(0,0,1,1);
    camera->SetDepthPrepass(false);

    auto fx = LoadPostEffect("Shaders/FXAA.fx");
    camera->AddPostEffect(fx);

    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
    {
        auto e = WaitEvent();

        if (e.id == EVENT_KEYDOWN and e.data == KEY_SPACE)
        {
            world->Update();
            world->Render(framebuffer);
        }
    }
    return 0;
}

 

My job is to make tools you love, with the features you want, and performance you can't live without.

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  • Solution

I found I can avoid this bug by drawing the viewport three times when a change of size is detected.

The bug still exists in the engine, and should be fixed in the future, but it only happens in a non-realtime app and is a very specific problem.

For now I am just going to avoid triggering it in the editor and that should be sufficient for our current needs.

Continued here:

 

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My job is to make tools you love, with the features you want, and performance you can't live without.

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