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sparks/sparkles #503

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jgarza9788 opened this issue Feb 22, 2025 · 7 comments
Open

sparks/sparkles #503

jgarza9788 opened this issue Feb 22, 2025 · 7 comments
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bug Something isn't working

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@jgarza9788
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Describe the Bug

using Team-Rocket or Mushroom effect, doesn't render the sparks/sparkles correctly.
they are cut off or shifted to the right.

Steps to reproduce the behavior:

  1. use one of the effects mentioned above.

You may also check the output of GNOME Shell for any error messages.
This can be done with the following terminal command.
Execute this in a terminal and observe the output while reproducing the bug.

journalctl -f -o cat | grep -E 'burn-my-windows|'

System

OS: Ubuntu 24.04 noble
Kernel: x86_64 Linux 6.8.0-52-generic
Uptime: 18m
Packages: 1890
Shell: bash 5.2.21
Disk: 13T / 24T (54%)
CPU: Intel Core i5-7500 @ 4x 3.8GHz [37.0°C]
GPU: NVIDIA GeForce GTX 1080
RAM: 4693MiB / 32060MiB

i'll be looking into this also...

just need to compare the difference between my branch and yours and it the fix should be there.

sidenote.

i like the what you did with aura-glow.

oh this could be mesa issues... because there is a new version of mesa coming out soon.

@jgarza9788 jgarza9788 added the bug Something isn't working label Feb 22, 2025
@Schneegans
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Thanks for the report! For me they look ok... Let me know if you find something!

@jgarza9788
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i pullled your main branch on a VM and it works fine.
and then i installed the extension using the app, and that worked fine also.

so i think this is just an issue when running on real hardware.

@Schneegans
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But on your hardware you see the issue?

@jgarza9788
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Correct,
So I'll have to debug a bit on that, should have some time later today.

@jgarza9788
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journalctl -f -o cat | grep -E 'burn-my-windows|'

i used this ... and run a few of the effects with the sparks/sparkles.
no meaningful logs.

i think this is a driver thing, because this is an Nvidia GPU/driver

@jgarza9788
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i asked ChatGPT

There is a summary ...
the versions of the shaders that use Sparks are pretty much the same.

The issue is the origin... sometimes it's in one corner and sometimes it's another.
This seems to be based on the GPU/GPU driver (still not exactly sure).

there is no way to detect this in GLSL, but chatGPT gave me a way in C

const GLubyte* vendor = glGetString(GL_VENDOR);

another way would be to give the user a switch or something.


i see OpenGL ES in your changelog

OpenGL ES defines its coordinate system consistently regardless of the GPU vendor. According to the specification, variables like `gl_FragCoord` are defined with the origin at the lower-left corner of the window. In other words, both NVidia and AMD implementations of OpenGL ES should use the same coordinate system.

If you notice differences in how your shader appears on different hardware, the cause is more likely due to differences in how the viewport, precision, or other settings are configured rather than a vendor-specific change in coordinate origins.

so it should be the same, might need to update my driver?

@jgarza9788
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i tried 550,535,and the X.org X Server one
they all kept giving me the sparkle glitch

Image

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