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Vulkan: GPUParticles2D are offset when using global coordinates (Local Coords disabled) #56892
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#61067
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Calinou
changed the title
Particles are offset when using global coordinates
Vulkan: GPUParticles2D are offset when using global coordinates
Jan 18, 2022
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
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
mentioning |
Could be closed by #57538. |
Closed by #57538 |
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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
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