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Vulkan: SoftBody3D is incorrectly culled due to its visibility AABB not being updated #52992
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This happens because the visibility AABB isn't automatically adjust to account for the displayed vertices. I'm not sure if it's possible to do this in a cheap way. In the meantime, increase the Extra Cull Margin property on the mesh by a few units so that the frustum/occlusion culling is done in a more forgiving way. Don't make this value too large or the mesh won't be culled when it could be. |
Good to know that. Since this is not related to soft bodies then the issue can be closed or rename to explain the cause |
Soft bodies are supposed to update their AABB after calculating the new vertex positions, but there's probably a bug either in godot physics or in the vulkan renderer. godot/scene/3d/soft_dynamic_body_3d.cpp Line 90 in 30cf49e
@jcostello Do you know if it happens also in 3.x or just in 4.0? |
@pouleyKetchoupp 4.0 |
Can confirm using the originally linked project in Godot 4.0 alpha 1. |
Still occurs in Godot 4.0 alpha 4 with the originally linked project. |
Godot version
v4.0.dev.custom_build [88b347d]
System information
Ubuntu 21.04. RTX 2060
Issue description
This issue is very strange but like the title says. If the softbody plane mesh start above the camera, it is complete invisible even if the soft body is in direction with the camera view.
Steps to reproduce
Use the InvisibleCloth.tscn scene from the Minimal reproduction project
Minimal reproduction project
Godot 4.0 SoftBody.zip
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