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MeshInstance with Mesh Material Billboard Mode bug on web export (GLES3) #61642

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jayypluss opened this issue Jun 2, 2022 · 2 comments
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@jayypluss
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jayypluss commented Jun 2, 2022

Godot version

3.4.4

System information

ubuntu-20.04 (in which Github Actions is using to build), Firefox (to run deployed project)

Issue description

My Github Action Web Export present problems on collectables objects that I have in the game that are MeshInstances with QuadMeshes of which the material's texture is a 2D image and Billboard Mode Enabled.

I can't reproduce this locally on localhost webserver, not with my project and not with Minimal reproduction project attached. I am only reproducing and testing it after deploying (to Game link above). Haven't tried deploying Minimal reproduction project yet.

Build actions:

Evidences:

web_export_sprite3d_bug.mp4
web_export_sprite3d_bug_2.mp4

Steps to reproduce

  • Create MeshInstance
  • Add Quad Mesh as Mesh
  • Add new Material
  • Enable Billboard Mode for this material (under Parameters)
  • Enable Use Alpha Scissor
  • Add an image with transparent background as texture of the Material

image

Minimal reproduction project

I did this minimal project below but I can't reproduce this problem with it.

debug_project.zip

@kleonc kleonc added this to the 3.x milestone Jun 2, 2022
@Calinou Calinou changed the title MeshInstance with Mesh Material Billboard Mode bug on web export MeshInstance with Mesh Material Billboard Mode bug on web export (GLES3) Jun 2, 2022
@MossFrog
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MossFrog commented Jun 3, 2022

Must be something do with the hardware configuration you have, seems to work fine for me on Chromium on Manjaro Linux (Tried the game link directly). Have you tried changing the texture settings to uncompressed and force PNG? Might be a bug caused by WebP compression.

@jayypluss
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jayypluss commented Jun 4, 2022

Thanks for the response, funny It's not happening to me anymore on my Arch Linux too, I will test on Windows too. I have tried changing the Render Priority to 99 for this mesh before the last build, might it be related to that? I will also do more testing setting the value back to 0 to check it out.

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