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Meshes drawn incorrectly when too far from camera due to automatic mesh LOD #71567

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Tracked by #57416
blackears opened this issue Jan 17, 2023 · 4 comments
Closed
Tracked by #57416

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@blackears
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blackears commented Jan 17, 2023

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.

image

@clayjohn
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Indeed, it looks like the auto LOD system is having a lot of trouble with that mesh

@Calinou 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
@Calinou
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Calinou commented Jan 17, 2023

As a workaround, disable Generate Lods in the mesh's import options, then click Reimport.

@blackears
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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.

@clayjohn
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This was fixed at some point. I didn't track exactly when, but I tested on 4.0.3 and 4.3 stable and I can't reproduce the issue.

I also tested:

  1. With the model being animated
  2. With a small window size (400x300)
  3. With a heavy LOD bias (0.1)

@clayjohn clayjohn removed this from the 4.x milestone Sep 11, 2024
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