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Sprite3D View Frustum Culling Issue on Android #40531
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Edit: I didn't see the part about OP using the HEAD of the In the meantime, you should use MeshInstance + PlaneMesh or QuadMesh instead of Sprite3D to improve performance and avoid this issue. |
Just to be sure: I'm on head on the 3.2 branch. This should include all fixes from the 3.2.3beta1, right? So, it is probably not fixed. |
cc @clayjohn I suppose this occurs because the culling AABB is never set, so it keeps its default size which is an infinitely small box. |
@Calinou are you sure? The OP says that it works fine on desktop but fails on Android. Sprite3D does have an AABB and I think the VisualServer generates another one when the mesh is set. I'll have to look in more detail. |
Confirmed on Windows 10. |
Fixed by #40559. |
Godot version:
Head on Branch 3.2; 89f57ae
OS/device including version:
GLES2, Android. Tested with Galaxy S7 Edge and Amazon Fire HD 8
Issue description:
On Android Sprite3D Is culled as soon as the origin is out of the view frustum - without considering the size of the sprite. Works correct on Desktop (Linux) and Browser. Other platforms (iOS) are not tested
Steps to reproduce:
Create new 3D Scene. Add camera. Add Sprite3D. Position Sprite3D to have the origin outside of the view frustum, but parts of the sprite inside the view frustum. View Scene: On Desktop the partial sprite is shown correctly, whereas on Android the complete sprite is culled.
Minimal reproduction project:
See attached minimal project:
GodotBug.zip
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