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vpool (WebGPU): ghosted / setOpacity views flicker on every redraw of the same pose #63
With @thatopen-platform/fragments-beta 3.5.14 on WebGPU, a streamed model with ghosted elements (setOpacity) flickers. Drawing the same camera pose twice gives a different image.
Measured
That Open's own school_arq.frag and school_str.frag (from thatopen.github.io/engine_fragment/resources/frags/), converted with writeStreamedFiles, both ghosted with setOpacity(0.12). Three WebGPURenderer on Deno 2.9.6's own WebGPU (wgpu, Metal), 960×540. Pixels that differ between two redraws of one pose (of 518,400; a pixel counts when the RGB difference sums to over 24):
Camera distance
351 m
191 m
112 m
64 m
38 m
elements' own colours
2
415–569
309–816
11,077–37,199
279–306
every faded face one colour
0
0
0–1
5–6
1
We saw the same flicker in Chrome on our own models. WebGL vpool does not flicker.
Cause, as far as we can see
The culling compute pass compacts each frame's surviving triangles with atomicAdd (wgsl.mjs), so the indirect draw list comes out in a different order every frame.
Faded elements are drawn through one translucent mesh (vpool-fade, alpha blended, no depth write) in each element's own colour.
Translucent faces of different colours blend to a different result in a different order. With one colour the blend is order-independent, which matches the second row.
Possible fixes
Build the draw list in a stable order (a prefix sum instead of atomicAdd), or sort the fade list. A depth pre-pass for the ghost does stop the flicker, but vpool's occlusion culling reprojects the previous frame's depth and then culls everything inside the ghost, so that isn't a fix.
Workaround we use
Give every vpool-fade face one colour: material.colorNode = vec4(vec3(0.85), colorNode.w). The image is stable, but every ghost looks the same.
Note: vpool only draws streamed models, so a plain .frag loaded with load() won't show this. Screenshots and the harness are available if useful.
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