Geometry Nodes rendering issue?

I’ve been trying to work out the Geometry Nodes, but the example on the Playground rendered incorrectly for me. The screenshot has roofs on the buildings and all of the canopies appear the right way up. Does anyone know if this is a bug in the code, or a rendering issue in the engine because I’m seeing the same result on my Macbook Pro (14-inch, 2023 Apple M2 16GB, Ventura) and on my Google Pixel 4a phone.

Playground link here:

And the video where it looks like the same playground is rendering correctly for David… (around 10:35 mark)

If anyone is able to help me figure out how to get this working correctly I’d be very grateful as I’m currently trying to work out how to make a game with a procedurally generated city (with buildings simpler than this, but a city somewhat more complex - think GTA1 style).

Many thanks,

Welcome aboard!

Can you share a screenshot of what you are seeing?

Here’s what I see:

I thing it’s ok (?)

Thanks! Ah yeah, that might have helped :smile:

I also checked the console and I’m not seeing any errors but I do get warnings which I believe hints at the issue it but I don’t know if there’s anything I can do to resolve this from the code side of things or if this is a Babylon bug?

I notice that your screenshot also shows some of the canopies upside down so I guess that part was a bug in the code

Are you using the latest Babylon.js version, as I know there are some fixes/updates to NGE very often these days.

Also, cc @Deltakosh in case it rings a bell for him.

Ha - It probably will ring a bell, in the sense that I replied to his tweet about it a couple of days ago :eyes: It was his tweet that got me looking at the Geometry Nodes, and I then saw the YouTube video about it and realised that it looks different in the video.

I’m not running this locally, the screenshot is what I see when I look at the playground link provided. It’s an odd one for sure as I’m seeing the same thing on my Apple MacBook (tested on Chrome, Firefox, Safari and Brave browsers) and on Chrome on my Google Pixel phone :pensive:

I guess it is because your devices are not able to run webgl2 or webgl1 with 32 bits indices. This pg is quite intense as it generates meshes with more than 1 millions faces:)