godotengine / godotengine/godot
Billboards not working in compatibility renderer (presumably only on AMD cards)
- Dominant language
- C++
- Stars
- 117k
- Forks
- 26.8k
- PR merge metrics
- PR metrics pending
Description
### Tested versions
- reproducible in any version
- tested with 4.5.1
### System information
Godot v4.5.1.stable - Windows 11 (build 26100) - Multi-window, 2 monitors - OpenGL 3 (Compatibility) - AMD Radeon RX 7900 GRE (Advanced Micro Devices, Inc.; 32.0.22029.1019) - AMD Ryzen 7 7700X 8-Core Processor (16 threads) - 31.08 GiB memory
### Issue description
Any kind of billboarded node (sprite3d, label3d, animatedsprite3d) doesn't billboard in compatibility renderer. The issue seems to persist on any version of Godot. I had a friend attempt to recreate the issue and they couldn't.
The only reason I could think why this happens is they are using an Nvidia card and I am on AMD. This issue didn't occur before so seems like a driver issue. Interesting to note is when you check "fixed size" in the flags section, the billboarding works again.
### Steps to reproduce
- Enable billboarding on a node that can, (presumably only on AMD with the current driver version)
### Minimal reproduction project (MRP)
- N/A
Contributor guide
Research direction
Start by reproducing the issue in Godot 4.5.1 with the OpenGL 3 Compatibility renderer on an AMD Radeon RX 7900 GRE. Test billboarding on Sprite3D, Label3D, and AnimatedSprite3D, and compare the behavior with the Fixed Size flag enabled. Done means billboarding works without requiring Fixed Size on the affected setup.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- computer-graphics, game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 35/100