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Glow affects gizmos #8485

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suptoasty opened this issue Apr 21, 2017 · 19 comments
Closed

Glow affects gizmos #8485

suptoasty opened this issue Apr 21, 2017 · 19 comments

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@suptoasty
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Operating system or device - Godot version:
Linux Mint 18.1 64bit - Godot engine 3.0 Custom Build 64bit

Issue description:

When using the environment node's option for glow, the gizmos bleed along with light and other visual instances.

Steps to reproduce:

  1. Add a node to the scene
  2. add an environment node
  3. turn on Dof Near, far, and or both
  4. turn on glow
  5. turn off Dof (bug occurs more when you do this step)
  6. behold
    screenshot at 2017-04-21 18-47-26

ps: even without Dof you can still see gizmos being effected only it is not as noticeable
BEFORE:
screenshot at 2017-04-21 18-45-02
AFTER:
screenshot at 2017-04-21 18-40-16

@reduz
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reduz commented Apr 22, 2017 via email

@Zylann
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Zylann commented Apr 26, 2017

how about having a way to toggle screen-space effects in the editor viewport? (next to the default light) They most often get in the way when designing levels (depth of field and glow, mostly).

@nunodonato
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perhaps the View menu could be used for that. A "normal w/o effects" mode :)

@reduz
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reduz commented Apr 26, 2017 via email

@reduz
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reduz commented Apr 26, 2017 via email

@Calinou
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Calinou commented Apr 26, 2017

I don't think what @Zylann wants is available right now. There are currently four display modes:

  • Normal
  • Wireframe
  • Overdraw
  • Shadeless

Shadeless disables shading entirely, which is probably not what @Zylann wants – I think he wants to disable the post-process effects without disabling shading entirely.


EDIT: It exists, it's in the Viewport menu, not in the View menu.

@reduz
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reduz commented Apr 26, 2017 via email

@Zylann
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Zylann commented Apr 26, 2017

Oh... that? Indeed :)
image
Almost didn't see it in my current project xD

@nunodonato
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Today I learnt: there is a viewport menu!!

@toger5
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toger5 commented Jun 7, 2017

I think to have a proper solution gizmos should be drawn separately (on a separate layer) and than overplayed over the rendered image.

@reduz
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reduz commented Jun 7, 2017 via email

@toger5
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toger5 commented Jun 7, 2017

even if the gizmos would just be drawn on another control item laying over the 3d viewport (like the button in the left top corner perspective/orthographic)

@Zylann
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Zylann commented Jun 7, 2017

Clear gizmos on blurred DoF isn't helpful either, I just disable environment effects most of the time anyways, they are no help when designing levels.
I doubt that there is absolutely no way of doing HUD overlays though... is the 3D engine that rigid?

@reduz
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reduz commented Jun 7, 2017 via email

@Zylann
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Zylann commented Jun 7, 2017

I understand... but, if it's needed in a game, can environment effect exist in a subscene overlaid over the 3D one? That's typical in some 3D UIs. Or maybe you meant it includes even these in one buffer on the final screen pass, so even then you wouldn't be able to separate them...

@reduz
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reduz commented Jun 7, 2017 via email

@reduz
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reduz commented Jun 13, 2017

There is really no fixing to this, you can disable environment now in individual viewports, so closing this.

@reduz reduz closed this as completed Jun 13, 2017
@toger5
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toger5 commented Jun 13, 2017

When will render layers be implemented! that would be a really good feature anyways

@reduz
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reduz commented Jun 13, 2017 via email

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