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Broken rendering with masked materials on custom meshes

Open ColumbusUtrigas opened this issue 2 years ago • 3 comments

ArmorPaint version: e8b7d18c57c82d02c9b76d6618e8837473b08737

OS/device including version: Arch Linux, OpenGL backend, GTX1660Ti, nvidia driver version 535.86.05

Issue description: looks like rendering doesn't happen and GBuffer is taken from somewhere else

Steps to reproduce:

  1. Import mesh
  2. Add a few material layers
  3. Add a mask on one of the material
  4. Add another material layer (it could be any)
  5. Disable backface cull image image Disabled and enabled Layer 8. It can be at any place in the stack.

ColumbusUtrigas avatar Sep 09 '23 23:09 ColumbusUtrigas

Just checked it on tag 23.08, issue is still here. Also, if painting layer and masked material coexists anywhere in the stack, it behaves like that.

ColumbusUtrigas avatar Sep 10 '23 00:09 ColumbusUtrigas

Found one workaround. It is pre-triangulate mesh before export from blender, that way there is no need to disable backface culling and everything seems to work fine. It works for me, but I'll keep this bug as it seems to be a rendering issue.

ColumbusUtrigas avatar Sep 10 '23 00:09 ColumbusUtrigas

I believe this is related to #1272

MathemanFlo avatar Sep 21 '23 07:09 MathemanFlo