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Sprite3D covers editor icons disregarding depth #24069

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KoBeWi opened this issue Nov 29, 2018 · 9 comments · Fixed by #91174
Closed

Sprite3D covers editor icons disregarding depth #24069

KoBeWi opened this issue Nov 29, 2018 · 9 comments · Fixed by #91174

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@KoBeWi
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KoBeWi commented Nov 29, 2018

Godot version:
3.1 alpha2

Issue description:
image
image
The light is in front of Sprite3D, but the icon gets covered when you look from the front.

Minimal reproduction project:
TestProject.zip

@CptPotato
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CptPotato commented Nov 30, 2018

Does this also happen when they are further apart? If not it's probably related to z-sorting in which case there may not be a perfect solution.

Looks like my assumption was wrong.

@KoBeWi
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KoBeWi commented Nov 30, 2018

Seems to be happening on any distance.

@KoBeWi
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KoBeWi commented Jun 29, 2020

Still valid in 3.2.2

@Calinou
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Calinou commented Jul 6, 2020

If you can build Godot from source, please build the 3.2 branch and test this again now that #39867 has been merged. (That pull request also makes Sprite3D much faster to render.)

You can also use this Windows 64-bit editor binary for testing.

@KoBeWi
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KoBeWi commented Jul 6, 2020

Still not fixed, tested with the provided binary.

@KoBeWi
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KoBeWi commented Oct 14, 2022

Still valid in 39534a7

@Calinou
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Calinou commented Oct 14, 2022

This can likely be fixed by changing 3D editor gizmo icons' alpha mode to Opaque Prepass (or Alpha Cut, but it'll cause visible aliasing unless TAA or FXAA are enabled).

CoolDotty added a commit to CoolDotty/godot that referenced this issue Apr 26, 2023
Changes Sprite3D to use the depth prepass by default instead of render order. This makes Sprite3D more in line with its usage as a helper "to display a 2D texture in a 3D environment".

Fixes godotengine#17567, godotengine#24069
@Rindbee
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Rindbee commented May 23, 2023

Still valid in in v3.5.2.stable.official [170ba33] and v4.0.stable.official [92bee43].

@lorenzokerbrat
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Still valid in v4.2.beta3 [e8d57af]

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7 participants