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Skeletal 2D Culling Polygon Rects in Godot 4 #78177

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GeekzGamingz opened this issue Jun 13, 2023 · 1 comment
Open

Skeletal 2D Culling Polygon Rects in Godot 4 #78177

GeekzGamingz opened this issue Jun 13, 2023 · 1 comment

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@GeekzGamingz
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GeekzGamingz commented Jun 13, 2023

Godot version

4.0.2

System information

Windows 10

Issue description

https://github.com/godotengine/godot/assets/42735252/5f02e001-e34c-45a5-9cb5-8cd9fb99648f
Attachment is a quick video of the culling happening in Godot 4.
I'm having issues similar to an old bug that was closed in November for 3.x and was told to report it for version 4: #35726

Essentially when the referenced polygon node exits the viewport, it culls the polygon even when attached to a Skeletal 2D.

I read some people were able to work around the glitch with something similar to:

@tool
extends Node2D

func _process(delta):
	var poly = $"."
	for p in poly.get_children():
		var custom_rect:Rect2 = Rect2(Vector2(5000,5000),Vector2(5000,5000))
		RenderingServer.canvas_item_set_custom_rect(get_canvas_item(), true, custom_rect)
#		print(custom_rect)

in order to fix it, but nothing I seem to do works. Has anyone had any luck with this issue in Godot 4? It's making animating a little tedious when they keep poofing on me.

Steps to reproduce

Repository Available At: https://github.com/GeekzGamingz/MoW

Playing the animation while zoomed in will cull polygons as they exit the viewport from their origin.

Minimal reproduction project

Monsters of War.zip

@lawnjelly
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See #76184, #74656 . Likely to be same bug.

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