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Visible LOD artifacts in Basketball #67891
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Is that a change that can be applied engine-wide? Is this fix of multiplying LOD bias by 3 correct? |
The constant is tuned here godot/scene/resources/importer_mesh.cpp Lines 455 to 458 in 58ca303
Edited: I don't know which value is worth it. |
I took a look at the issue, and #68006 is definitely not correct. The sorting is needed for two reasons:
I did check the MRP in this issue, and the way we currently do LOD generation and selection is working fine. The problem with this particular model comes from the fact that the decimation process doesn't take into account texture coordinates. Here you can see the break being produced by the texture coordinates, rather than an oversimplified mesh geometry. I'm not sure that there is an easy solution for this issue other than checking if we can let MeshOptimizer know about texture coordinates for the mesh. But even then, a tiny change in texture coordinates can potentially have a huge impact in the final rendered mesh, so it's not a silver bullet. |
So there's two bugs.
Edited: Testing reversing the list of lods. It's strange that reversing the list works at all. Do you know why? It appears to be increasing the distance that the lods get selected, while still giving the correct lod index-mesh. |
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May be fixed. |
Godot version
4.0beta3 (also exists on 4.0alpha17, so not a new issue)
System information
Windows 10, Nvidia
Issue description
LODs on this basketball causes visible artifacts such as the black line disappearing.
View showing no artifacts when zoomed in:
View showing LOD artifacts when zoomed out:
View showing artifacts are gone when LODs are disabled.
Closeup view of the artifacts, made by @fire :
(unrelated to this issue, but this model's texture also has visible aliasing artifacts due to .glb, but that's a different bug. These texture artifacts do not happen if converted to .gltf + .jpg. please ignore texture artifacts for the purpose of this issue)
Steps to reproduce
Minimal reproduction project
basketball.zip
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