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    Neonit
    @Neonit
    Nice idea to have a separate channel for ogre-next considering it is quite different in many aspects. Let's hope the number of current users here doesn't correlate to the number of ogre-next users. 😅
    Matías N. Goldberg
    @matiasgoldberg_twitter
    LOL, yeah it's a good idea.
    Each version gets drowned otherwise
    Neonit
    @Neonit
    Let's start some conversation here. I observed some weird flickering of specular light areas (I think). Any typical reason for this coming to your mind here? https://neonit.de/vid/ogre_next-flickering_specular.mp4
    Matías N. Goldberg
    @matiasgoldberg_twitter
    Mmm it's hard to tell from that video if "it's working as intended" or not.
    Camera rotation is really hard to diagnose specular issues, translation tends to be much better.
    Because specular tends to be more stable to camera translation changes.
    What are the roughness and fresnel values?
    What is the scale of this terrain geometry?
    Does it get "fixed" by merely increasing tesellation a bit?
    Neonit
    @Neonit

    The shady part of the terrain is slightly flickering when I move or rotate the camera. Video compression makes it a bit harder to see.

    It's a very simple material generated in-code. I create a HlmsPbsDatablock with default-init'd macro, blend and param vec. Then a samplerblock where I disable filtering and set the texture (also generated; it's just a 64x64 pixel texture).

    Now that I write this I actually don't know where I set it to have a specular value at all. It's also not a terrain geometry. I'm using manual meshes. No roughness, fresnel or tesselation. Scaling is (1, 0.5, 1). Maybe that's causing the issue?

    With default scaling I can't find the issue anymore. I don't have these dark areas without scaling at all, though.
    It doesn't appear to be specular anymore, too. 😅