Engine Release v1.45.0

@slimbuck This unfortunately also doesn’t work for us. The way we render a layer in an UI element is like this:

var colorBuffer = new pc.Texture(this.app.graphicsDevice, {
  width: this.targetEntity.element.width,
  height: this.targetEntity.element.height,
  format: pc.PIXELFORMAT_R8_G8_B8_A8,
  autoMipmap: true,
  minFilter: pc.FILTER_LINEAR,
  magFilter: pc.FILTER_LINEAR,
});

var renderTarget = new pc.RenderTarget({
  colorBuffer: colorBuffer,
  depth: true,
});

var layer = this.app.scene.layers.getLayerByName(this.layerName);
layer.renderTarget = renderTarget;

// The UI entity
this.targetEntity.element.texture = layer.renderTarget.colorBuffer;
this.targetEntity.element.color = pc.Color.WHITE;
this.targetEntity.element.opacity = 1;

We are not rendering into the diffusemap of a material, so we can’t flip the tiling.

Hello,

It seems DXT textures doesn’t have alpha anymore when compressing (not a rendering issue, the file really has a completly “white” alpha). I’m not sure if it’s directly linked to this release but as it requires a recompression, it’s not possible to use DXT anymore.

Hi @Gwendal ,

Can give me access to your project so I can take a look (user slimbuck)?

Alternatively if you can create a small repro so we can take a look at that?

Thanks!

Added you to a simple repro project. Issue is also visible in the editor : left disc is uncompressed (using original PNG), right disc is compressed in DXT.

Another example if you need it @slimbuck https://playcanvas.com/editor/scene/1197283

This has now been fixed. So sorry for the trouble, please recompress your DXTs.

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I think font preview is messed up… :thinking:
image

Hi @AliMoe,

We’re working on a PR where render targets can be flagged with ‘flipY’, see RTT texture flip flag by slimbuck · Pull Request #3346 · playcanvas/engine · GitHub.

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Awesome, looking forward to that PR. Thanks for the quick reply and help :smile:

Can we have a project wide drop down setting which allows us to select older PC versions? It is getting quite annoying to have to fix engine issues every other release and changing the version through the URL is not something that scales well with larger team sizes.

And I think this texture issue was the right thing to do but you guys should think about how you roll out new engine versions.

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Added feature request to the repo here: Be able to select older engine versions in the Editor and Launch tab · Issue #467 · playcanvas/editor · GitHub

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Hi @AliMoe,

If you have a chance, please could you check that renderTarget.flipY flag works for you?

You can do this by running your app launch page with argument ?use_local_engine=https://code.playcanvas.com/playcanvas-latest.js

And add flipY: true to the render target options constructor parameter.

Thanks!

Hey hey, @slimbuck

Yes, this property works :blush:
If I look at the console, I see the version number 1.46.0-dev. Does that mean we will get this fix when v1.46 releases? Or do you plan on releasing a patch for v1.45? It would be a huge help for us if we could get this fix sooner rather than later.

We’re planning to release the patch today.

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Patched to v1.45.1:

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Patched to v1.45.2:

Hey guys!
Thank you everyone for your hard work!

Unfortunately recent engine update broke a few things in our projects as well, particularily on Mac. We’re generating mesh from heightmap using Mesh API, and we’ve started seeing out of range vertices error on Macs, but not on Windows:

Did you guys change something there? I’ll try to prepare a test case tomorrow. Cheers!
@slimbuck @yaustar

@underlight I don’t believe there were any changes in Mesh API and similar recently. A repro with older vs current engine would be great to have.

Our previous used engine version was v1.43.1 though - so may be it’s not 1.45.x that broke it. Anyways, I’ll try to set up a comparison repro