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Fog is weird in double precision

Open fire opened this issue 1 year ago • 4 comments

Tested versions

  • Reproducible https://github.com/V-Sekai/godot/commit/1d265a7208febe4c0dba90066e02a91cc532c1cd (doubles)
  • Not reproducible: https://github.com/godotengine/godot/releases/tag/4.2.2-stable (single)

Untested versions but suspicious

https://github.com/godotengine/godot/releases/tag/4.2.2-stable (double)

System information

Windows 11, Nvidia 3090, Vulkan forward+

Issue description

https://youtu.be/cNQ9ksd5cAw

Fog seems to be not working correctly. Seems to be split into layers instead of being even.

Steps to reproduce

Turning on fog causes this to happen on https://github.com/V-Sekai/godot-crappy-contraptions/commit/0fff44fa1bf2e70c2ce295a4bbfdc27cd07dbf1b

Minimal reproduction project (MRP)

godot-crappy-contraptions-main.zip

fire avatar Apr 23 '24 14:04 fire

Just looking at that repo briefly, I wouldn't be surprised if https://github.com/V-Sekai/godot/commit/5f5bc2da49e61fbf8cc5efeabe67077e090aef2b was the culprit

clayjohn avatar Apr 23 '24 16:04 clayjohn

I'll take a look

fire avatar Apr 23 '24 18:04 fire

Unmerging that pr seemed to have no effect. What made the fog work was precision=single.

fire avatar Apr 23 '24 19:04 fire

I can't reproduce this on 4.3.dev b091162a9 (Linux, GeForce RTX 4090 with NVIDIA 550.67). I tested both Forward+ and Mobile, both give out the same appearance regardless of whether I'm using a single-precision or double-precision build.

Minimal reproduction project: test_fog.zip

Calinou avatar Apr 24 '24 22:04 Calinou