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Could be a lot of things .. I would "assume" you may be just missing a ".Clear" or setting the BlendState. Maybe Integrated does some automatic things before a frame, which GPU does not. So I would start to investigate if you are properly setting BlendStates to proper States before each Pass/DrawCall. Could be some of it just rolls over from the previous frame and then is the wrong value. Also try to isolate the issue - like only render the part in question. |
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Hello, I'm racking my brains on very strange behaviour. When my game is rendered on integrated Intel GPU I get what I expect, lighing is drawn right (first screenshot, graphic device 0 in task manager). When I choose to use Nvidia RTX 3050 discrete gpu, seem like blending is done wrong, rendering result is much darker (second screenshot, graphic device 1 in task manager). It happens when I apply gaussian blur shader.
Shader code (isDiffuse here is true):
https://pastebin.com/guUgijGa
Method where i use this shader:
https://pastebin.com/Vz8FWAWi
I have no ideas where to start with that, if you have any i would really appreciate!
Working on laptop, project uses OpenGL.
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