godotengine / godotengine/godot

`CSGSphere3D`'s has less rings than the specified

Open
#94,175 1 comment 0 reactions 0 assignees View on GitHub
breaks compat bug discussion topic:3d
Dominant language
C++
Stars
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Forks
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PR merge metrics
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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.

![image](https://github.com/godotengine/godot/assets/133662278/16ed1c65-b5ce-4990-ba83-f72e61efa23c)

### 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

Open the contributing 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

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