godotengine / godot

Godot Engine – Multi-platform 2D and 3D game engine
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World Triplanar is broken with double-precision build #91304

Open fire opened 4 months ago

fire commented 4 months ago

Tested versions

System information

Mac Mini, Apple Silicon, M2 Pro

Issue description

Triplanar broke in tests.

https://github.com/V-Sekai/godot-double-precision-test

See https://github.com/godotengine/godot/pull/90950#issuecomment-2077844399

Broken

image

OK

Please ignore the rigged mesh test here.

Screenshot 2024-04-29 at 4 34 22 AM

Steps to reproduce

  1. Ensure you have a double precision version of Godot Engine
  2. Load mrp https://github.com/V-Sekai/godot-double-precision-test
  3. Switch to the far version of the test scene.
  4. Check that tri-planar is fuzzy on single-precision
  5. Check that tri-planar is fuzzy on double-precision (bug)

Minimal reproduction project (MRP)

https://github.com/V-Sekai/godot-double-precision-test

fire commented 4 months ago

@Zylann is depending on this.

Calinou commented 4 months ago

Note that World Triplanar is enabled in the MRP, and it's a known limitation that it doesn't look correct when far away from the world origin in double-precision builds: https://github.com/godotengine/godot/issues/58516

The issue should go away for now if you disable World Triplanar. There's also a PR that fixes the issue: https://github.com/godotengine/godot/pull/75577