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Sky is not rendering for right eye in VR (4.4.dev4) #99193

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funkysandwich opened this issue Nov 13, 2024 · 2 comments · Fixed by #99448
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Sky is not rendering for right eye in VR (4.4.dev4) #99193

funkysandwich opened this issue Nov 13, 2024 · 2 comments · Fixed by #99448
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@funkysandwich
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Tested versions

Not reproducible in v4.3.stable.mono.official [77dcf97], v4.4.dev1.mono.official [28a72fa], v4.4.dev3.mono.official [f4af820]
Producible in v4.4.dev4.mono.official [36e6207]
I was not able to get VR to work at all on v4.4.dev2.mono.official [97ef3c8], it would hang on the Godot splash.

System information

Windows 11 - Godot 4.4 dev4 mono - Vulkan (Forward+) - AMD Ryzen 7 3800x - NVIDIA RTX 3070 Ti with driver 566.03

Issue description

The sky is not visible for the right eye in VR. (4.4.dev4)
Screenshot
The sky should be visible for both eyes. (4.4.dev3)
Screenshot

Steps to reproduce

  1. Create and open a new project
  2. Enable OpenXR and XR shaders
  3. Create a new scene with a WorldEnvironment with Background set to Sky and set a new material for the sky. I used a PhysicalSkyMaterial.
  4. Create an XROrigin node, and a XRCamera as a child
  5. Attach a script to the scene root that enables XR for the viewport
extends Node3D
func _ready() -> void:
	get_viewport().use_xr = true
  1. Run the project

Minimal reproduction project (MRP)

skyrepro.zip

@BastiaanOlij
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I'll have a look as soon as I can, if someone has time to do a bisect in the meanwhile that would help greatly. This must be a pretty recent break.

I can reproduce this on master with my stereo test project:
image

So you need neither Mono nor XR hardware to test this. This is the test project I used:
teststereo.zip

@BastiaanOlij
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BastiaanOlij commented Nov 19, 2024

Did manage to do a bisect, it points to this as the culprit: #86138

And indeed, looking at the code of that PR it completely removes the code that makes multiview work.

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