Open lambferatu opened 3 years ago
Cannot reproduce on v4.0.dev.custom_build.eb57dcdb9 WIndows 10 / NVidia 2080 super
Cannot reproduce on v4.0.dev.custom_build.eb57dcdb9 WIndows 10 / NVidia 2080 super
The master
branch uses a different Vulkan renderer than the 3.x
branch's OpenGL renderers, so that's expected :slightly_smiling_face:
I can reproduce it in 3.3.2
and 3.4 beta2
. I will try to find the what is the problem here
So I think I also see this problem with v4.0.alpha15.official [432b25d36] on Windows 11 with Vulkan Clustered. I have an NVIDIA GeForce RTX 3060 Laptop.
Here is a video of it happening in 4.0 alpha 15:
and a reproduction project:
It's also possible that what I'm seeing is a completely new bug. Please let me know what you think and I could open a new one if this is a different issue.
I re-tested with 4.0 alpha 16 and found that the behaviour is the same as 4.0 alpha 15.
It seems that the 4.0 alpha Vulkan Clustered behaviour is the same as described in this bug for 3.5 OpenGL 3 where the axis and grid lines are "glitched" (not cleared). But as seen in the video of my last comment, there seems to be additional glitching on the editor GUI where menu items won't draw and the scene view becomes very glitchy when the window size is changed.
its not only happening in godot it seems like in opengl when there is nothing updates for the viewport it just forgets to clean previous canvas and replaces it with current frame
however i experienced this issue on unity too and also some other engines like render were engine (the one that available on internet with examples from 2002 i guess)
(edit) plus, there is many many games exist with this bug for example GTA 3 which is have same issue in vice city and san andreas this bug happens only if you pass the game engine border limit (21e10) away from game map
these glitch is called blue hole in old game communities and they are non risky if background of the canvas being covered with an object (skybox Panorama etc)
Maybe related to this issue
Godot version:
Godot 3.3 RC 8 (Mono version)
OS/device including version:
OS: EndeavourOS (Arch Linux based) GPU: Nvidia GTX 1050 Ti Backend: OpenGL ES 3
Issue description:
When changing the background mode to canvas, the grid and axis lines glitch when navigating the 3d viewport, This does not happen when adding a World Environment Node and changing it to canvas mode. I don't see any errors on the output console.
Steps to reproduce: 1 - Create an empty project 2 - Double click on default_env.tres 3 - On the Inspector Panel, go to Background -> Mode, choose Canvas 4 - Navigate the 3d viewport 5 - Result:
Minimal reproduction project:
The project does not have any code, and only a empty scene. The glitch happens on the editor no need to run the game BackgroundTest.zip