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[Feature Request]: Viewport Scaling Visibility #26
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I think this relates to #3 Is the editor interface also very thin in 4K? (when selecting 3d nodes, for example) |
Using anti-aliasing on the lines should fix this and would allow for the lines to stay the same size. For reference I'm thinking of this |
Possibly related: godotengine/godot#37016 |
Does this version look better (in terms of visibility)? Link to my personal server (Chromium only) Unlike the usual wireframe lines, which are always rendered as 1px, these meshes change their size depending on the distance. There are still distortion issues right now (with certain transformations), and I don't know if I can fix it. And I have not decided how to change the API so that it is possible to switch to regular or volumetric models. Add another parameter to all |
godot.windows.editor.dev.x86_64.mono_WkVTn0jFnz.mp4 |
Fixed in f96700b |
Feature description
My project uses a 4k base resolution to make use of high resolution UI assets. as a result, the lines drawn by debug draw 3d become too thin to see often.
Implementation Ideas
Maybe a way to set line thickness would be helpful?
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