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Regression in fbx with new indexer #44655

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RevoluPowered opened this issue Dec 24, 2020 · 5 comments · Fixed by #44799
Closed

Regression in fbx with new indexer #44655

RevoluPowered opened this issue Dec 24, 2020 · 5 comments · Fixed by #44799

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@RevoluPowered
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RevoluPowered commented Dec 24, 2020

Godot version:

OS/device including version:

  • Linux, RX580, VK backend

Issue description:

  1. Opened working scene in 4.0
  2. Scene is not rendered

video of issue
https://www.youtube.com/watch?v=zw3hdC2iOV0&feature=youtu.be

Steps to reproduce:

  1. load current master
  2. open Bistro Exterior fbx
  3. bistro fbx is blank visually but nodes and meshes are in the scene
  4. revert commit 3fdf4bf
  5. problem is gone

Minimal reproduction project:
https://developer.nvidia.com/orca/amazon-lumberyard-bistro

I spent 5 hours yesterday debugging this and it's caused by this commit, before it didn't happen.

I would like to fix this, there are no errors reported on opening the scene.

Fixes tried

  • null materials
  • increase scaling values
  • clearing material mapping manually
  • rescaling scene meshes
  • copying meshes outside of the scene seems to make them visible in some cases but they still disappear.
  • flipping cull direction, disabling culling and also disabling depth test
    This completely blocks me from working.
@RevoluPowered RevoluPowered added this to the 4.0 milestone Dec 24, 2020
@RevoluPowered

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@RevoluPowered
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RevoluPowered commented Dec 24, 2020

OK so the bug can be 'worked around' by setting mesh to be 1.0 scale (hardcoded scale)

Then if i rescale the mesh to any value the mesh appears. (aabb recalculation?)

So we are generating bad AABB's most likely happening in SurfaceTool

@RevoluPowered
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#44660 contains fixes to reproduce the scaling workaround

I disabled materials entirely to keep things as simple as possible right now.

@RevoluPowered
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RevoluPowered commented Dec 24, 2020

Notes:

  • in some cases adding a world environment and enabling SDFGI fixes the mesh preview.
    for bistro external the problem is not fixed but, we at least know there are some bugs
  • simple geometry doesn't seem to be effected (cubes etc)
  • re-scaling scene fixes visual problem but then the CPU usage spikes for the culling insanely.

for now I think it's best we leave this as-is and just wait until the new indexer is ready for use, also it's new code so I should be patient while issues get worked on

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