Open dryluggage opened 3 years ago
Doesn't happen for me with your test scene on Arch Linux (5.12.9-arch1-1) and a 1050 Ti (proprietary driver version 465.31). Also XFCE with compositor disabled. (if you also have nVidia, maybe an OpenGL setting in nvidia-settings ?)
Also, you forgot to define your main scene (opening your project will look like nothing exists until looking at the FileSystem dock).
i dont have nividia godot tells me i have Mesa DRI Intel(R) Q45/Q43 (ELK)
I guess it's because the default camera Z-near is too big for such a zoom amount and sprite fragments are discarded from the view.
@Chaosus in dryluggage's video, only one triangle is discarded and it's only happening at ~400%-500%.
Not sure if you've tried it, but as I've said I can't replicate it.
It seems like dryluggage is using older discontinued hardware so that might be at fault here. Assuming they are on the newest graphics driver they can get, that is.
Yeah, it's probably a driver bug, I tried the same on Windows 10 and didn't see this effect.
I guess it's because the default camera Z-near is too big for such a zoom amount and sprite fragments are discarded from the view.
Godot's 2D renderer doesn't make use of a 3D camera or Z-buffer, so this is caused by something else.
@dryluggage Can you reproduce this after disabling batching (for both the editor and project) in the project settings?
Yes it still happens after disabling batching and restarting the editor
Godot version
3.3.2
System information
Linux Mint 20.1 Ulyssa
Issue description
when zooming into a sprite in the editor the sprite deforms
https://user-images.githubusercontent.com/58333865/121510280-c1252f00-c9e7-11eb-836b-eda11aeabff6.mp4
Steps to reproduce
open scene and zoom into the sprite
Minimal reproduction project
Zoom Bug.zip