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

Transparent Sprite3D occludes 3D gizmo icon that should always be drawn on top #47606

Closed
yikescloud opened this issue Apr 3, 2021 · 8 comments

Comments

@yikescloud
Copy link

yikescloud commented Apr 3, 2021

Godot version:
3.3 RC 6, 3.2.2 official

OS/device including version:
windows 10

Issue description:
Sprite3d with transparent flag on always keep front on the screen, and it will hide the gizmo icon
This image shows the issue, the sprite3d actually behind the light
image
Left is the transparent, right is without transparent
image

Minimal Reproduce
GizmoBug.zip

@Calinou Calinou changed the title Transparent Sprite 3d occlude 3d gizmo icon Transparent Sprite3D occludes 3D gizmo icon that should always be drawn on top Apr 3, 2021
@Calinou

This comment has been minimized.

@yikescloud

This comment has been minimized.

@yikescloud
Copy link
Author

And I found that if you change the editor camera fov to a smaller value(15 degrees), the gizmo icon will become incredible size
image

@yikescloud
Copy link
Author

Seems like turn alpha-cut to discard will fix this, but that will cause the image outline jagged and looks bad

@Calinou
Copy link
Member

Calinou commented Apr 4, 2021

And I found that if you change the editor camera fov to a smaller value(15 degrees), the gizmo icon will become incredible size

This is expected, since you are further zoomed in yet the gizmo remains of a fixed size. We need to find a solution that doesn't involve adding too many settings that people must constantly tweak. I suppose adjusting gizmo size to be smaller when using a lower FOV could work, but this won't solve the other 3D gizmo visibility issues we currently have.

Seems like turn alpha-cut to discard will fix this, but that will cause the image outline jagged and looks bad

This is because using alpha testing instead of alpha blending avoids issues related to transparency sorting. The downside is that its hard edges can't be smoothed out by MSAA (but they can still be smoothed out by screen-space antialiasing algorithms like FXAA, which will be available in 3.3).

@yikescloud
Copy link
Author

And I found that if you change the editor camera fov to a smaller value(15 degrees), the gizmo icon will become incredible size

This is expected, since you are further zoomed in yet the gizmo remains of a fixed size. We need to find a solution that doesn't involve adding too many settings that people must constantly tweak. I suppose adjusting gizmo size to be smaller when using a lower FOV could work, but this won't solve the other 3D gizmo visibility issues we currently have.

Seems like turn alpha-cut to discard will fix this, but that will cause the image outline jagged and looks bad

This is because using alpha testing instead of alpha blending avoids issues related to transparency sorting. The downside is that its hard edges can't be smoothed out by MSAA (but they can still be smoothed out by screen-space antialiasing algorithms like FXAA, which will be available in 3.3).

You're right, I change the sprite3D to Mesh and set the render priority to -128, it fix, though the 3d axis and grid show always above. Seems the gizmo has different render priority
image

@KoBeWi
Copy link
Member

KoBeWi commented Aug 16, 2021

Looks related to #24069

@Calinou
Copy link
Member

Calinou commented Oct 1, 2023

Thanks for the report! Consolidating in #24069, as this is due to the same cause.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

3 participants