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Android editor: Somewhat random graphical corruptions when viewing meshes in inspector #83481
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my PR 84852 ( |
@Calinou are you familiar with the inspector? I am looking for the sources for "Mesh Preview", it is displayed via |
@Alex2782 You may want to take a look at godot/drivers/vulkan/rendering_device_vulkan.cpp Line 2754 in fa4a653
This is likely where the issue comes from. |
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maybe fixed: #84169
minimal reproduction project: bug_83481_msaa.zip |
The test scene itself: test.zip |
The omni light bug as demonstrated on the tablet: video_2023-12-02_18-31-41.mp4 |
@Alex2782 will try in few days. |
On motorola it now works, but there seems to be a bug related to omni light. At certain object size the light fails to render. Video: https://imgur.com/a/fSqghHU |
On Lenovo tablet it is all the same, so I assume there is a dedicated issue related to omni light behavior on large objects, which is present in vulkan renderer, because in GLES3 all is good no matter the scale. Video: https://imgur.com/a/MGLpjvq |
Godot version
4.2 beta 1 Android editor
System information
Godot v4.2.beta1 - Android - Vulkan (Mobile) - Moto G Power 2021 - integrated Adreno (TM) 610 - (8 Threads)
Issue description
When viewing meshes in the inspector instead of seeing the actual mesh I see random VRAM garbage on certain screens but not on others, and the actual mesh in the 3d viewport is not effected, it's only the inspector views that are effected. It seems like messing with material settings seems to cause it to go away, if I apply.a default standard material it happens but when I change certain settings like transparency or detail it goes away for some reason, maybe it has to do with incorrect rendering of opaque objects?
Steps to reproduce
Minimal reproduction project
N/A
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