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@adriengivry adriengivry commented May 2, 2025

Description

  • Fixed grid blending
    • Moved grid render pass to right after opaques, so that transparent objects can properly blend with it
    • Removed unused stencil usage
  • Added stencil clear to DebugActorRenderPass for outline rendering (was necessary since the clear was removed from the GridRendererPass)

Additional Notes

A side effect of moving the GridRenderPass to Opaque + 1 instead of Debug (last), means that post-processing will apply to the grid, including FXAA and auto-exposure. In Cargo, this results in the grid looking brighter. However, since grid color can be tweaked from editor settings, this shouldn't be too much of an issue. It also helps the grid to better fit in within the scene. An issue with this approach is that colored lines might be affect by post-process effects, so they might not reflect the primary colors (red, greed, blue)

To-Do

  • Address issue in Fig 4. (axis lines colors affected by post-processing effects). We could separate the grid rendering into 2 passes: GridRenderPass (Opaque + 1), AxisIndicator (Debug)

Related Issues

Fixes #380

Screenshots

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Fig 1. Cargo Game

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Fig 2. Empty scene with post-processing and a white cube

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Fig 3. Empty scene with post-processing and a white cube after adjusting scene view colors

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Fig 4. When post-processing effects are enabled, the colored lines don't match the primary colors

@adriengivry adriengivry added Editor Something relative with the editor Graphics Graphical feature labels May 2, 2025
@adriengivry adriengivry self-assigned this May 2, 2025
@adriengivry adriengivry marked this pull request as draft May 2, 2025 18:48
@adriengivry adriengivry changed the title Fixed grid blending [WIP] Fixed grid blending May 9, 2025
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Addressed by #511

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Editor Something relative with the editor Graphics Graphical feature

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Entities with alpha blending prevents the grid from rendering behind them

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