Open Zylann opened 5 years ago
Can confirm in 3.1 as well.
Can anyone still reproduce this bug in Godot 3.2.3 or any later release?
If yes, please ensure that an up-to-date Minimal Reproduction Project (MRP) is included in this report (a MRP is a zipped Godot project with the minimal elements necessary to reliably trigger the bug). You can upload ZIP files in an issue comment with a drag and drop.
Still happens in 3.2.4 beta2: DisplacementAndOverdraw.zip
Is there a way we could keep the original vertex shader only and still use an override for the fragment shader? This is probably the only way the overdraw mode could work in this case.
@Calinou In theory, yes. It would take some modifications to rasterizer_storage_rd.cpp though. It will not be a trivial change.
Godot 3.0.6
Out of curiosity, I wanted to check what the overdraw viewport mode would look like with my terrain plugin. But with overdraw mode:
Wireframe and unshaded modes work. I think it is caused by the fact my terrain rendering is using vertex displacement in the vertex shader, overdraw mode ignores it...
Edit: in 3.2 I'm using it to debug Transvoxel geometry and it's unusable as well.