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Handles of custom gizmos rendered as only a single pixel #75680
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IIRC Compatibility renderer (GLES 3) has no concept of line width, leading to this issue. |
I just tried Mobile and Forward+ and am getting the same issue. |
Do you still get this on 4.0.2? It looks like handles are drawn as points to me, and that should be fixed in latest release for compatibility |
The issue about OpenGL point size is fixed by #73966, which is in 4.0.2. The documentation is likely not setting point size correctly on the handle material, or the engine is not doing so on script-created handle materials for some reason. |
AMD OpenGL on Windows has a tendency not to support line width and point size greater than 1, so I doubt this can be fixed unless we make gizmos use billboarded quads. |
Wouldn't that be an option? At least for compatibility with older systems? I mean, systems that don't support point size? There must be a lot of AMD users. |
Is it an issue on recent AMD graphics cards on Windows though? The FirePro W2100 is a 2014 graphics card and is based on a GPU that came out in early 2013 (Oland). Its drivers are no longer being updated as AMD ended its support years ago. Billboarded quads have some downsides compared to actual point rendering, and may also perform worse (though this depends on how the hardware implements them). |
Using the tutorial and creating handle material sets the correct point size on master at least from GDScript |
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Handles likely need similar treatment as origin lines got in #83895 |
On further inspection, handles show up in the MRP for me. (Either by setting the materials point size, or by using the
EDIT: It's this: #78193 |
Godot version
v4.0.stable.official [92bee43]
System information
Windows 10, Compatability
Issue description
I stated exploring using gizmos for a plugin I'm working on. The handles that are rendered are so tiny, they look like they're only a single pixel big. I double checked with Godot 3.5.2 and it's equivalent of the plugin renders handles at a visible size. I tried using a custom texture too, but that id not help. The code I'm using here is pretty close to what appears on the Godot website as a tutorial Maybe I missed something, but I think this is a problem with the engine.
Steps to reproduce
Write a simple plugin using the code described on this page:
https://docs.godotengine.org/en/stable/tutorials/plugins/editor/3d_gizmos.html
The handles will be drawn so tiny you won't be able to see them. (You can still click and drag on them though).
Minimal reproduction project
simpleGizmoTest.zip
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