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Draw calls stop mysteriously when offscreen #28094
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Note that if your first call is drawn on screen, then you subsequently draw offscreen, it seems to work. |
From a quick look, it seems there's an issue with how transform commands are interacting with the bounding box. Your example code which exhibits the problem:
Fixed code which doesn't have any issues:
@juddrgledhill For your specific issue, you don't need to use the transform matrix command. For this specific case, you should just draw the circle relative to the node itself. There is an issue though, so please leave this open. |
Related: #23711. |
Still valid in 3.2.3 rc3 |
As far as I can tell, drawing behaviour in this regard is currently the same in 3.5.1 and master. Can you still reproduce this issue in either of those versions? I'm not entirely sure what I'm supposed to be looking for, so I can't tell if this is still a valid issue. |
I will try it asap with the project above. |
I reran this in v3.5.stable.official [991bb6a]. I attached the project to this posting. It looks like the draw calls are happening on the screen edge, so I believe this can be closed. |
Godot version:
3.1
OS/device including version:
Windows 10
Issue description:
While using multiple draw calls, to draw an empty circle (the perimeter of a circle) using multiple line segments, I noticed that objects close to the edge of the screen stop drawing their circles. Specifically the right edge of the screen - I draw the circle with the first point being along the x axis. It seems like when that first point is drawn offscreen subsequent calls to draw lines in a single _draw() are ignored completely.
Steps to reproduce:
Using a sub routine, draw a non-trivial shape with primitives, where the first command would be offscreen (or out of the viewport maybe...?).
Minimal reproduction project:
OffscreenDraw.zip
Attached.
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