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GPUParticles3D flickers frozen particle at world origin (0, 0, 0) when shader material has y-billboard set #72650
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Could you re-test with apply_scale flag enabled? |
I could reproduce a similar issue with the Particle Billboard mode here: #49767 (comment) godotengine/godot-demo-projects#849 also has a stray rain particle in the world origin that remains visible for a long time because of this. |
oop sorry @kraybit . Yes, it was keep scale not apply scale :D @Calinou particles use scale 0 to try and make particles invisible, but if keep scale is off then a new matrix is generated based on the camera matrix and the instance_custom.x as a rotation value, so the particles that should be "dead" are instead displayed at the origin (at least this is how it worked in 3.x) |
Interesting, I thought their position would be changed to |
I think that's what happens already, but if you don't enable scale in billboards you still see them. The inf solution sounds better |
The inf solution is much cleaner (2 line change vs. 12) and doesn't have a performance impact on the billboarded materials since they don't need to even check anything |
Godot version
v4.0.beta17.mono.official [c400205]
System information
Windows 10
Issue description
With certain settings, GPUParticles3D intermittently shows a particle at world origin with zero velocity.
These settings in GPUParticles3D caused this behavior:
Quirks
Steps to reproduce
At world origin (0, 0, 0) there's intermittently a particle with zero velocity.
Minimal reproduction project
gpu_particles_ybillboard_bug.zip
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