godotengine / godotengine/godot

Editor 3d view - orthogonal perspective meshes not visible when visibility range is used on the mesh

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#110,653 2 comments 1 reaction 0 assignees View on GitHub
bug topic:3d topic:editor
Dominant language
C++
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Forks
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Description

### Tested versions

- reproducible in 4.5 stable
- reproducible in 4.4.1 stable
- NOT reproducible in 4.1 stable, here the mesh is visible also in orthographic camera mode

### System information

Windows 11 pro, NVIDIA RTX3060 12GB, AMD Ryzen 5

### Issue description

Meshes with visibility range (end > 0) are not rendered in the editor 3d view when orthogonal view is active.

### Steps to reproduce

Activate the "visibility range" by using "End" value > 0, and switch to any orthogonal view in the 3d editor window.
The mesh doesn't show up anymore, except you switch back to perspective view.

https://github.com/user-attachments/assets/fb8a4ecc-09fb-4904-94ff-8ce6619fbff7

### Minimal reproduction project (MRP)

[orthogonal-view-bug.zip](https://github.com/user-attachments/files/22403438/orthogonal-view-bug.zip)

Contributor guide

Open the contributing guide

Research direction

Start with the attached orthogonal-view-bug.zip minimal reproduction project and reproduce the mesh visibility difference between orthogonal and perspective views in the 3D editor. Trace the editor 3D view's visibility-range handling; done means meshes with an End value greater than 0 remain visible in every orthogonal view while perspective behavior remains unchanged.

Written by the indexing model from the issue text.

Assessment

Tech stack
cpp
Domain
computer-graphics, devtools
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Quiet
Clarity
Mostly clear
Newbie friendliness
48/100

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