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Vulkan Mobile: Decals are applied to the 3D manipulation gizmo #70774

Closed
Tracked by #57284 ...
Calinou opened this issue Dec 31, 2022 · 1 comment · Fixed by #80911
Closed
Tracked by #57284 ...

Vulkan Mobile: Decals are applied to the 3D manipulation gizmo #70774

Calinou opened this issue Dec 31, 2022 · 1 comment · Fixed by #80911

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@Calinou
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Calinou commented Dec 31, 2022

Godot version

4.0.beta10

System information

Fedora 36, Vulkan Forward Plus, AMD Radeon RX 6900 XT

Issue description

Decals are applied to editor origin and grid:

image

This doesn't occur when using Forward Plus (clustered).

This can likely be fixed by disabling layers 24, 25, 26 and 27 from the default decal cull mask (these layers are not exposed in the inspector). These layers are used in the editor to draw the editor origin, grid and gizmos.

Alternatively, lines and points could have decal rendering skipped on them entirely (I'm not sure if you'd ever need that – this seems to be done in the clustered renderer already).

Steps to reproduce

  • Add a Decal node with an albedo texture, and make sure it's positioned in a scene's origin with both the origin and grid visible.

Minimal reproduction project

test_decal_mobile_gizmos.zip

@Calinou
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Calinou commented Feb 13, 2023

As of 4.0.beta 493e932, the origin and grid are no longer affected (likely thanks to #72810). However, the 3D manipulator gizmo is still affected:

image

After performing undo, the manipulator gizmo is no longer affected by the decal until you make the editor re-render the viewport somehow (e.g. by moving the mouse inside the 3D viewport).

Note that this doesn't occur on Forward+, only on Forward Mobile.

@Calinou Calinou changed the title Vulkan Mobile: Decals are applied to editor origin and grid Vulkan Mobile: Decals are applied to the 3D manipulation gizmo Feb 13, 2023
@YuriSizov YuriSizov modified the milestones: 4.x, 4.2 Aug 25, 2023
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