godotengine / godotengine/godot
Anti aliasing on second viewport causes white edges
- Dominant language
- C++
- Stars
- 117k
- Forks
- 26.8k
- PR merge metrics
- PR metrics pending
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
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