Texture coordinate computation does not work for realtime computation
Summary
When recomputing UV coordinates at each frame (with head tracking for example), the resulting output shows visible artifacts. This is even more true when computing the UV coords for multiple meshes. In the worst case it can even crash altogether.
How to reproduce ?
The easiest way to reproduce this is to load a Python script which recomputes the UV coords at each frame, with something like that:
def splash_loop():
splash.set_object_attribute("texCoordGenerator", "meshName", "mesh")
splash.set_object_attribute("texCoordGenerator", "generate", True)
return True
Expected behavior
The UV coords should be recomputed correctly, without artifacts, and without crashing.
What is the frequency of occurrence of this behavior ?
It always happens, quite fast usually.
Other comment
None for now.