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CanvasItem.draw_multiline width and antialiasing not functional #16448
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Here's the method where the arguments passed are ignored. godot/servers/visual/visual_server_canvas.cpp Line 491 in b0a7307
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This makes it clear that line width and antialiasing in `draw_multiline()` aren't implemented yet (see godotengine#16448).
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This makes it clear that line width and antialiasing in `draw_multiline()` aren't implemented yet (see godotengine#16448).
This seems to be unimplemented indeed, it was likely never finished. The code reference in #16448 (comment) is still a good starting point, as well as |
Still valid in 6bd4074 |
Still a problem in v3.2.3 in GLES3 it seems |
Similar to #8289? |
The issue here happens because the width and antialiasing properties are not implemented for |
Ok so once we fix these causes, we may be able to close this issue even if we still see it rendering at 1px due to the first issue |
I really wish multilines could be fixed, because using 2D lines seems to be the best (and easiest) workaround I found for not having line thickness in 3D in GLES2. The problem is, drawing many separate 2D lines gets heavy real fast. I took it down to GDNative and sadly I found no real improvements. It's... just slightly faster. (The problem is probably too many draw calls.)
I'm using Godot 3.3.4 stable, btw. EDIT: actually, in my use case I can't even use polylines at all. It's a 3D level editor where the camera can fly around, so I have to avoid drawing lines when points are behind the camera. I don't think I can feasibly (and performantly) split polylines, so if one point is behind the camera, all I can do is cancel drawing the entire polyline, and that means you'll see the lines popping in and out while flying around. So I do have to use separate line segments in this case. |
Using scaled unshaded CubeMeshes or CylinderMeshes (possibly with MultiMeshInstance too) may be an alternative. |
I saw that suggestion on the QA site (my name there is woopdeedoo). The problem I have with that solution is that the thickness of the "line" will vary with distance. If you get too far it gets weird and intermittent, too close and it may look too thick. I'm doing a 3D level editor, so I'm a bit concerned about not seeing the lines properly from far away, or getting visibility blocked by closer lines in the way.
EDIT: I tested this, at first it wasn't great, but with a MultiMeshInstance the performance is actually good. There are quite a few problems with transforms though, which are making this quite a chore... Also I realized 2D lines are always drawn in front of everything, which is actually not desirable in all of my cases. |
Still not working in 3.4.4 |
I made an add-on for antialiased 2D line drawing, although you'll need to use multiple nodes to replicate the behavior of |
So as far as I understand, width works now, but antialiasing still doesn't? |
Yes, see this comments: one, two. I'm not sure if antialiasing is needed for thin lines ( For |
Ah, it was removed. I missed that. Then I guess a proposal is needed if we want to actually bring it back in a working state, one that explains how it should work. |
Godot version:
v3.0-stable_win64
OS/device including version:
Windows 10 Pro x64
Issue description:
When drawing multiple lines with the CanvasItems draw_mutliline(), the
width
is not taken into account. All lines have awidth
of 1 even though awidth
> 1 was given as a parameter. The same holds true for antialiasing.Steps to reproduce:
width
> 1.0 andantialiasing
set to true.Minimal reproduction project:
Multiline.zip
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