godotengine / godotengine/godot

Anti aliasing on second viewport causes white edges

Open
#90,822 0 comments 0 reactions 0 assignees View on GitHub
bug topic:rendering
Dominant language
C++
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Forks
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Description

### Tested versions

Lastest version.

### System information

Godot v4.2.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4070 Ti (NVIDIA; 31.0.15.5186) - AMD Ryzen 7 5800X3D 8-Core Processor (16 Threads)

### Issue description

When using a main viewport and a secondary to draw 3D models and enabling anti aliasing on the second one. The edges of the 3D models white-out on different angles of the light.

### Steps to reproduce

Create a SubViewport. Add 3d Model to a camera. Enable anti aliasing on the viewport.

https://imgur.com/tNIj7cX
https://i.imgur.com/mTdHzy8.png
https://i.imgur.com/QXZ6zho.png

### Minimal reproduction project (MRP)

[Test.zip](https://github.com/godotengine/godot/files/15017808/Test.zip)

Contributor guide

Open the contributing guide

Research direction

Start by opening Test.zip and reproducing the issue with a main viewport and a SubViewport containing a 3D model, using anti-aliasing on the secondary viewport. Compare the Vulkan rendering at different light angles and trace the SubViewport anti-aliasing path. Done means the model edges no longer turn white under the reported conditions.

Written by the indexing model from the issue text.

Assessment

Tech stack
cpp, godot
Domain
computer-graphics, game-dev
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
35/100

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