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The LOD seems to swap to a lower resolution when you come really close to the object. If you look towards the center of the bounding box, it swaps to the correct lod again. (this issue was not present in Godot 4.0 beta 2)
Set lod_bias to 1 or higher like 5-30. 0.2 forces the lowest resolution mesh much of the time. When you have the camera much closer to the object than the dimensions of the object and you're forcing the LOD to the lowest resolution, you're going to get odd results. 1 or higher will expand your LOD0 radius. Or test with objects about the same size as the camera field of view (eg not trees).
0.2 is just a little axxagerated to highlight the issue. The issue is that when I'm inside the bounding box or very close to the object, it should be on lod0 or no lod. When I move back, outside the bounding box it seems to swaps to lod0 once. (it's somehow dependend on where you look at, possibly towards the object center, which is not always good if you have very concave objects) When I'm increasing the value to 1 or 1.5 the issue is still present, it's just pushed back. If the entire object is inside the camera view frustrum, it seems to work.
Godot version
4.0.dev beta 10
System information
Windows 10, Vulkan
Issue description
The LOD seems to swap to a lower resolution when you come really close to the object. If you look towards the center of the bounding box, it swaps to the correct lod again. (this issue was not present in Godot 4.0 beta 2)
video showing the issue:
https://www.youtube.com/watch?v=LL2B9NABJvs
Steps to reproduce
Minimal reproduction project
AutoLod Bug.zip
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