godotengine / godotengine/godot
`CSGSphere3D`'s has less rings than the specified
- Dominant language
- C++
- Stars
- 117k
- Forks
- 26.8k
- PR merge metrics
- PR metrics pending
Description
### Tested versions
v4.3.beta.custom_build [82cedc83c]
### System information
Windows 11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 (NVIDIA; 31.0.15.4633)
### Issue description
`CSGSphere3D` on the left and a mesh instance `SphereMesh` on the right. They both are configured with 5 `rings` but the `CSGSphere3D` produces a mesh with 4 rings instead. The result is always `rings`-1.

### Steps to reproduce
* Add a `CSGSphere3D`. Set `rings` to 5.
* Add `MeshInstance3D`. Set `rings` to 5.
* Enable display wireframe.
### Minimal reproduction project (MRP)
N/A
Contributor guide
Research direction
Reproduce the issue in Godot using a CSGSphere3D and a MeshInstance3D with SphereMesh, both set to 5 rings, then inspect the CSGSphere3D and SphereMesh ring-generation entry points. Compare their wireframe output and confirm that the CSGSphere3D produces one fewer ring; done means the configured ring count matches the displayed mesh.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- computer-graphics, game-dev
- Issue type
- Bug
- Difficulty
- 3/5
- Estimated time
- 1-2 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 45/100