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Keep the drawing transform when drawing meshing in CanvasItem #49826

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merged 1 commit into from
Jun 24, 2021

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groud
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@groud groud commented Jun 22, 2021

Fixes #49825

Tested on my side, seems to work fine.

@groud groud added this to the 4.0 milestone Jun 22, 2021
@groud groud requested a review from reduz June 22, 2021 09:28
@groud groud requested a review from a team as a code owner June 22, 2021 09:28
@lawnjelly
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lawnjelly commented Jun 22, 2021

As far as I remember, the logic around these extra transforms (and having them present separately from the main transform in the shaders) ended up being quite problematic in terms of implementation in 3.x. They may have been introduced originally for instancing. It might be worth considering in 4.x whether it could be worth simplifying this whole area.

For instance just have the extra transforms multiply with the existing transform for the item, and therefore apply to all further commands, update the main transform to the shader, but not keep the separation between main and extra transform. (This separation may have already been dropped in 4.x, I haven't examined the shaders.)

@akien-mga akien-mga merged commit a01ea50 into godotengine:master Jun 24, 2021
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Thanks!

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Vulkan: Setting the drawing transform in CanvasItem does not affects drawing of meshes.
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