Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

MeshletMesh incorrect depth buffer handling #13810

Closed
JMS55 opened this issue Jun 11, 2024 · 0 comments · Fixed by #13816
Closed

MeshletMesh incorrect depth buffer handling #13810

JMS55 opened this issue Jun 11, 2024 · 0 comments · Fixed by #13816
Labels
A-Rendering Drawing game state to the screen C-Bug An unexpected or incorrect behavior
Milestone

Comments

@JMS55
Copy link
Contributor

JMS55 commented Jun 11, 2024

Bevy d659a1f7d506c5c6eba9dfe2a6e878a8c72ecef6.

Depth testing works properly in that MeshletMeshes will properly render in front of regular meshes.

But if a MeshletMesh should be behind a regular mesh, it won't render that way.


Blue = MeshletMesh
Red = Mesh

image
image

@JMS55 JMS55 added C-Bug An unexpected or incorrect behavior A-Rendering Drawing game state to the screen labels Jun 11, 2024
@JMS55 JMS55 added this to the 0.14 milestone Jun 11, 2024
github-merge-queue bot pushed a commit that referenced this issue Jun 21, 2024
* Fixes #13813
* Fixes #13810

Tested a combined scene with both regular meshes and meshlet meshes
with:
* Regular forward setup
* Forward + normal/motion vector prepasses
* Deferred (with depth prepass since that's required) 
* Deferred + depth/normal/motion vector prepasses

Still broken:
* Using meshlet meshes rendering in deferred and regular meshes
rendering in forward + depth/normal prepass. I don't know how to fix
this at the moment, so for now I've just add instructions to not mix
them.
mockersf pushed a commit that referenced this issue Jun 21, 2024
* Fixes #13813
* Fixes #13810

Tested a combined scene with both regular meshes and meshlet meshes
with:
* Regular forward setup
* Forward + normal/motion vector prepasses
* Deferred (with depth prepass since that's required) 
* Deferred + depth/normal/motion vector prepasses

Still broken:
* Using meshlet meshes rendering in deferred and regular meshes
rendering in forward + depth/normal prepass. I don't know how to fix
this at the moment, so for now I've just add instructions to not mix
them.
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
A-Rendering Drawing game state to the screen C-Bug An unexpected or incorrect behavior
Projects
None yet
Development

Successfully merging a pull request may close this issue.

1 participant