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A character mesh that I've imported from blender draws with obviously incorrect polygons when its too far from the camera. This is happening both in the viewport and in running programs. I suspect this is some sort of LOD issue.
Steps to reproduce
Create a new scene and add the attached model to it. Move the camera away from the model and view the result. When the model is only about 1/8 as tall as the viewport, geometry is drawn incorrectly.
You might need to adjust the window size of this project when you play it. On my machine it shows the problem when run at the default window size, but goes away if I maximize the window.
The text was updated successfully, but these errors were encountered:
Calinou
changed the title
Meshes drawn incorrectly when too far from camera
Meshes drawn incorrectly when too far from camera due to automatic mesh LOD
Jan 17, 2023
Unchecking Generate LODs and reimporting does not seem to do anything. However, making the children editable and tweaking the MeshInstance3D's LOD BIAS does seem to help.
Godot version
v4.0.beta12.official [3c9bf4b]
System information
Windows 10, GLES 3,
Issue description
A character mesh that I've imported from blender draws with obviously incorrect polygons when its too far from the camera. This is happening both in the viewport and in running programs. I suspect this is some sort of LOD issue.
Steps to reproduce
Create a new scene and add the attached model to it. Move the camera away from the model and view the result. When the model is only about 1/8 as tall as the viewport, geometry is drawn incorrectly.
Minimal reproduction project
MeshLODDrawing.zip
You might need to adjust the window size of this project when you play it. On my machine it shows the problem when run at the default window size, but goes away if I maximize the window.
The text was updated successfully, but these errors were encountered: