Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Blend Shapes should include a warning that they do nothing in GLES2 #2563

Closed
goatchurchprime opened this issue Apr 7, 2021 · 2 comments
Closed

Comments

@goatchurchprime
Copy link

Describe the project you are working on

VR mapping gestures to avatars

Describe the problem or limitation you are having in your project

I just used a lot of time trying to get blend shapes to do something in Godot. I was loading in a GLB file and moving the values around, but nothing was happening.
image

Eventually I found this docs note here:
https://docs.godotengine.org/en/latest/tutorials/rendering/gles2_gles3_differences.html#blend-shapes

I have GLES2 selected most of the time because it's necessary for doing VR for the Oculus Quest2, since it's a mobile platform, so it didn't cross my mind that this could be the problem.

When I checked with someone else doing similar VR coding, they also thought that blend shapes in Godot didn't work at all and wasn't a feature. It's a relief to find that they are there, because I thought I was going crazy.

Describe the feature / enhancement and how it helps to overcome the problem or limitation

As it has proven difficult to find out about this limitation, we need a contextual warning for people who get stuck.

For example, a "This does nothing" note is included in the tooltips for the LOD values, as seen here:
image

Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams

Can the Tooltips for the blend_shapes properties include a similar note when GLES2 is selected?

Also, is this just a temporary issue? Is the Godot4.0 mode used for the Oculus Quest (and other mobile platforms) going to implement Blend shapes so it's no longer a modal limitation?

If this enhancement will not be used often, can it be worked around with a few lines of script?

N/A

Is there a reason why this should be core and not an add-on in the asset library?

It's core UI

@Calinou
Copy link
Member

Calinou commented Apr 7, 2021

Can the Tooltips for the blend_shapes properties include a similar note when GLES2 is selected?

For "static" properties, this only requires modifying the class reference – you don't need to open a proposal for that. You can ask for such documentation changes on the godot-docs repository.

However, blend shape properties are "dynamic" in the sense that their name and amount vary depending on the node selected. I don't think there's a way to add a tooltip for such properties.

We could hide blend shape properties entirely when using the GLES2 renderer, but this would be confusing. I think the best compromise would be to return a node configuration warning for MeshInstance nodes that expose at least one blend shape.

Also, is this just a temporary issue? Is the Godot4.0 mode used for the Oculus Quest (and other mobile platforms) going to implement Blend shapes so it's no longer a modal limitation?

GLES2 support is unlikely to remain for 3D in 4.0. Using GLES3 as a baseline renderer will make blend shapes usable in all renderers supported by Godot 4.0 4.x. (The Oculus Quest supports GLES3.)

@clayjohn
Copy link
Member

clayjohn commented Aug 6, 2021

Blend shapes were added to GLES2 so closing :)

godotengine/godot#48480

@clayjohn clayjohn closed this as completed Aug 6, 2021
@clayjohn clayjohn added this to the 3.x milestone Aug 6, 2021
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

4 participants