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MultiMeshInstance3D Fade Mode Culling doesn't respect AABB #102799

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TokisanGames opened this issue Feb 13, 2025 · 1 comment
Open

MultiMeshInstance3D Fade Mode Culling doesn't respect AABB #102799

TokisanGames opened this issue Feb 13, 2025 · 1 comment

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@TokisanGames
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TokisanGames commented Feb 13, 2025

Tested versions

4.3-stable, 4.4-beta3

System information

Godot v4.3.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 Laptop GPU (NVIDIA; 32.0.15.6614) - 12th Gen Intel(R) Core(TM) i9-12900H (20 Threads)

Issue description

Normally, both MeshInstance3Ds and MMIs cull based on comparing the AABB of the visible meshes with the visibility_ranges.

This means, even if the MMI instance transforms are far from the location of the MMI node, they are still culled based upon distance to the center of the AABBs encompassing the instances. The MMI location is ignored.

However, if visibility_range_fade_mode = self, this is not true. Shadows correctly cull based on the AABB. The visual mesh is incorrectly culled by something else, so the shadows show but the mesh does not.

This is preventing us from providing fading between instance LODs in Terrain3D.

MMI location in the center of the instances AABB

Image

MMI location far from the instances AABB

Image

Steps to reproduce

Open the MRP. Look at TestArea3. Move the camera towards the center of the grey areas. Read the README node for more info.

Minimal reproduction project (MRP)

test-mmi-margin.zip

@Calinou Calinou changed the title MMI Fade Mode Culling doesn't respect AABB MultiMeshInstance3D Fade Mode Culling doesn't respect AABB Feb 13, 2025
@clayjohn
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We probably need to copy the same logic used for LODs into the code for fading. See here for reference: #92290

@github-project-automation github-project-automation bot moved this to For team assessment in Rendering Issue Triage Feb 14, 2025
@clayjohn clayjohn moved this from For team assessment to Up for grabs in Rendering Issue Triage Feb 14, 2025
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