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Vulkan: GPUParticles2D are offset when using global coordinates (Local Coords disabled) #56892

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Tracked by #61067
gokiburikin opened this issue Jan 18, 2022 · 4 comments

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@gokiburikin
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gokiburikin commented Jan 18, 2022

Godot version

v4.0.dev.calinou [e885de0]

System information

Windows 10, Vulkan, GTX970

Issue description

When using global coordinates with GPUParticles2D the particles are spawned at what looks like global_position * 2. Seems like a Transform is being applied twice. Expected behaviour (correct in 3.X) is that they should spawn at the same position as local coordinates but not be further affected by the node's position after spawning.

This occurs as far back as v4.0.dev.20211108.official [5968653].

2022-01-18_02-01-48.mp4

Steps to reproduce

Create a new project, create a new scene, add a GPUParticle2D node, give it a default Particles process material, disable Local Coords and move the node around.

Minimal reproduction project

global-particles-mrp.zip

@Calinou Calinou added this to the 4.0 milestone Jan 18, 2022
@Calinou Calinou changed the title Particles are offset when using global coordinates Vulkan: GPUParticles2D are offset when using global coordinates Jan 18, 2022
@floppyhammer
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What caused this might be that particles are drawn in the node's local coordinates using global transform data. As I observe, the transform data coming out of the compute pass are already in global coordinates before being copied to the instance buffer.

@Calinou Calinou changed the title Vulkan: GPUParticles2D are offset when using global coordinates Vulkan: GPUParticles2D are offset when using global coordinates (Local Coords disabled) Jan 24, 2022
@h0lley
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h0lley commented Mar 4, 2022

mentioning local_coords property name in here so the issue is find-able

@floppyhammer
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Could be closed by #57538.

@clayjohn
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clayjohn commented Jun 7, 2022

Closed by #57538

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