godotengine / godotengine/godot
Editor 3d view - orthogonal perspective meshes not visible when visibility range is used on the mesh
- Dominant language
- C++
- Stars
- 117k
- Forks
- 26.8k
- PR merge metrics
- PR metrics pending
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
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