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

On a GPUParticles2D, when using Compatibility renderer, "reverse lifetime" draw order and non-local coords don't play nice. #95042

Open
Tracked by #66458
L4Vo5 opened this issue Aug 1, 2024 · 0 comments

Comments

@L4Vo5
Copy link
Contributor

L4Vo5 commented Aug 1, 2024

Tested versions

Tested in:
v4.2.2.stable.official [15073af]
v4.3.rc2.official [3978628]

System information

Godot v4.3.rc2 - Manjaro Linux #1 SMP PREEMPT_DYNAMIC Mon Jul 15 21:39:34 UTC 2024 - X11 - GLES3 (Compatibility) - NVIDIA GeForce GTX 1070 Ti (nvidia; 550.100) - Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz (8 Threads)

Issue description

Particles belonging to a GPUParticles2D node with draw_order set to "reverse lifetime", and local_coords set to false, don't properly stay in place when the node is moved around. This happens only in the Compatibility renderer.

particles.bug.mp4

Steps to reproduce

  • Using the Compatibility renderer, make a GPUParticles2D node with a basic particle material and these settings:
    image
  • Move it around, either in the editor or in-game.
    (or open the MRP)

Minimal reproduction project (MRP)

MRP reverse lifetime bug.zip

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

2 participants