Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Occlusion Culling Buffer corrupted when zoomed out with an orthogonal camera #98756

Closed
Rudolph-B opened this issue Nov 2, 2024 · 0 comments · Fixed by #98758
Closed

Occlusion Culling Buffer corrupted when zoomed out with an orthogonal camera #98756

Rudolph-B opened this issue Nov 2, 2024 · 0 comments · Fixed by #98758

Comments

@Rudolph-B
Copy link
Contributor

Tested versions

  • Reproducible in v4.4.dev (c6c464c)

System information

Godot v4.4.dev (c6c464c) - Ubuntu 24.04.1 LTS 24.04 on X11 - X11 display driver, Multi-window, 2 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (nvidia; 560.35.03) - AMD Ryzen 7 3700X 8-Core Processor (16 threads)

Issue description

As noted by @Calinou in #98562 occlusion culling still has some issue in the orthogonal. Particularly when zoomed out now. As shown in this video the issue is related to the how the occlusion buffer is calculated.

Steps to reproduce

  • Add 2 box mesh instances so that one can cover the other one
  • Add and OCcluderInstance3D
  • Set camera to orthogonal
  • Set camera to show the occlusion buffer
  • Zoom in and out

Minimal reproduction project (MRP)

mrp.zip

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging a pull request may close this issue.

2 participants