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Disabling depth prepass in the Project Settings breaks opaque material rendering #82860
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Is the setting set to restart when changed (I.e. using GLOBAL_DEF_RST)? It requires a restart after changing or else all opaque materials will be broken |
No, but I remember the setting being changeable without having to restart (this was when I initially added the option). I guess this is no longer the case due to some internal optimizations. |
Ya, that's right A note for potential bug fixer, the solution here is to change the definition of this project setting from |
I would love to fix this. Can I get assigned to this issue? |
For future reference, we only use the assignees feature for core contributors (and we don't always use it in the first place). Since contributors can leave at any time for any reason, we'd rather avoid a situation where nobody is working on an issue because it's assigned to someone who is no longer active. You can open a pull request nonetheless 🙂 |
Sounds great. Thank you for the info |
Godot version
4.0.stable, 4.1.1.stable, 4.2.dev fe8a58b
System information
Godot v4.2.dev (fe8a58b) - Fedora Linux 38 (KDE Plasma) - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (nvidia; 535.113.01) - 13th Gen Intel(R) Core(TM) i9-13900K (32 Threads)
Issue description
Disabling depth prepass in the Project Settings breaks opaque material rendering. All opaque objects will no longer be rendered until the project is reloaded.
This occurs both in the editor and running project (if toggling the project setting's value with a script).
simplescreenrecorder-2023-10-05_17.55.33.mp4
Steps to reproduce
Minimal reproduction project
test_depth_prepass.zip
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