stride3d / stride3d/stride

DebugPhysicsShapes not rendering in layers other than group0+ flickering

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bug
Dominant language
C#
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Description

Release Type: Official Release

Version: 4.2.0.2122

Platform(s): Windows

Describe the bug
Debug physics wireframe shapes are not being rendered using DebugPhysicsShapes

To Reproduce
Steps to reproduce the behavior:

  1. Add any type of entity (could be a entity with a existing shpere, for example)
  2. Add a static collider with atleast 1 shape specified
  3. Add a DebugPhysicsShapes script into the object or scene
  4. Press Ctrl+Shift+P to show the colliders. There's nothing being shown.

Flickering:

  1. Set the render group to 0
  2. Start the project
  3. Obvious rendering artifacts.

Expected behavior
Wireframe of the colliders being shown. Graphics not being broken when using group0.

Video
(www.youtube.com/watch?v=-voNclIgNAc)
https://www.youtube.com/watch?v=-voNclIgNAc

Additional context
Found while investigating https://github.com/stride3d/stride/issues/395 .

Contributor guide

Open the contributing guide

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Reproduce the issue on Windows with Stride 4.2 using DebugPhysicsShapes, comparing render group 0 with higher groups and the Ctrl+Shift+P toggle. Use issue 395 as additional context. Done means collider wireframes render in every relevant group without flickering or other rendering artifacts.

Written by the indexing model from the issue text.

Assessment

Tech stack
csharp
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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