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Billboard Material not working in Double Precision Build #70845
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Not sure if this will help, but I've noticed this bug is caused due to not being able to modify MODELVIEW_MATRIX in the shader vertex function when in double precision build. I found a work around: VERTEX *= mat3(MODEL_MATRIX * mat4(VIEW_MATRIX[0], VIEW_MATRIX[1], VIEW_MATRIX[2], VIEW_MATRIX[3])); But this wont work in things like Label3D or Sprite3D since you can't edit its shader |
This will be fixed by #75462. |
Closing in favor of #75433, which has more information about the issue at hand. |
Godot version
Godot 4.0 [5726770...] + precision=double
System information
Windows 11
Issue description
If i open the attatched project in my custom build using precision=double, the billboard of the particles is seaming not to work, basicaly ignoring the billboard setting all togeter.
I am using a QuadMesh as particle Mesh.
Opening the same Project in without the precision=double setting, and it is working.
Steps to reproduce
build using precision=double (i tryed several commits, all the same)
create CPUParticles3D
Add a Quad Mesh
Add a Material to the Mesh
Set Billboard to On
Minimal reproduction project
Billboard_Bug.zip
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