While fixing up my shader engine from the mess the new EditableImage API brought, I came across this awful behavior that—for me, while I was debugging—doesn’t seem to be inherently connected with the code. Here’s a video about the problem:
Does anybody know what seems to be happening here? Source is visible at this repository by the way.
Still having this problem. Is this possibly a bug? As you can see, some segments never really updates per frame, but when upon being paused ( with .pause() ) all the segments are somehow able to render on that instance. No error is being thrown out which leads me to assume that either:
- Some error suppression is happening (which I assume to be on Roblox’s part, as I designed this module to raise a specific error whenever it encounters an exception)
- It is working fine, it’s just that from time to time, the operations exceed the frame budget