Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

GLES 2 BATCHING - Camera border renders fixed to viewport in editor in certains circumstances (3.2.2. beta1) #38467

Closed
Ranoller opened this issue May 4, 2020 · 4 comments
Assignees
Milestone

Comments

@Ranoller
Copy link
Contributor

Ranoller commented May 4, 2020

Godot version:
3.2.2 beta 1

OS/device including version:
Win 7 and Win 10

Issue description:

Z-Index of a node can fix camera rectangle to editor viewport in some circumstances:

Without batch:
CameraNoBug

With batch:
CameraBug

Steps to reproduce:
Its so specific. Better use demo project or see the images. The demo project have a very common configuration: Camera node inside a Position2D inside a KinematicBody that is a packed scene (the character), and have a node in the same tree that has a upper Z-index that the camera... see the image and the attached project.

Minimal reproduction project:
CameraGles2BatchBug.zip

Related:
#38318
#37349
Ping:
@lawnjelly
@clayjohn

@Ranoller
Copy link
Contributor Author

Ranoller commented May 4, 2020

Thinking about this bug and taking into account that it only happend if the camera does not have another node with the same Z-index below, it could be the typical error of a for x to y loop that lacks a *"+1" in the "y" or something like that (I don't know, it's to give an idea, render code is hard to me)

@lawnjelly lawnjelly self-assigned this May 5, 2020
@lawnjelly
Copy link
Member

lawnjelly commented May 5, 2020

This already appears fixed in 3.2 since the 3.2.2 beta 1. Not sure which bug this was, but it is working now. 👍

@lawnjelly
Copy link
Member

I'll close this as it appears to be working, we can reopen if it does reappear in any circumstances.

@akien-mga akien-mga added this to the 3.2 milestone May 5, 2020
@Ranoller
Copy link
Contributor Author

Ranoller commented May 7, 2020

Yes, is fixed in Godot 3.2.2 beta2, thanks.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

3 participants