We read every piece of feedback, and take your input very seriously.
To see all available qualifiers, see our documentation.
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
The Godot editor 🙂
The debug draw mode for the new occlusion culling in master replaces the viewport, making it difficult to navigate a 3D world while it is active:
master
cc @JFonS
I suggest displaying a translucent colored overlay instead, like this (Color(1, 0, 0) at 50% opacity):
Color(1, 0, 0)
This would allow for easy, depth-aware navigation in the 3D editor while being able to view which meshes are occluders and which meshes aren't.
This may not be trivial to implement as right now, the debug draw mode copies the occlusion culling buffer to the main framebuffer.
No, as debug draw modes are handled by the renderer.
See above.
The text was updated successfully, but these errors were encountered:
Successfully merging a pull request may close this issue.
Describe the project you are working on
The Godot editor 🙂
Describe the problem or limitation you are having in your project
The debug draw mode for the new occlusion culling in
master
replaces the viewport, making it difficult to navigate a 3D world while it is active:cc @JFonS
Describe the feature / enhancement and how it helps to overcome the problem or limitation
I suggest displaying a translucent colored overlay instead, like this (
Color(1, 0, 0)
at 50% opacity):This would allow for easy, depth-aware navigation in the 3D editor while being able to view which meshes are occluders and which meshes aren't.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
This may not be trivial to implement as right now, the debug draw mode copies the occlusion culling buffer to the main framebuffer.
If this enhancement will not be used often, can it be worked around with a few lines of script?
No, as debug draw modes are handled by the renderer.
Is there a reason why this should be core and not an add-on in the asset library?
See above.
The text was updated successfully, but these errors were encountered: