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VolumetricFog breaks and recalculates when viewports are resized, then updates only when the Editor is redrawn #62796

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golddotasksquestions opened this issue Jul 6, 2022 · 1 comment

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@golddotasksquestions
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golddotasksquestions commented Jul 6, 2022

Godot version

4.0 Alpha11

System information

Win Nvidea 765M

Issue description

See "steps to reproduce" below.

volumetric_fog_apha11_02.mp4

I have no idea what is going on here besides my description, but if the fog needs to be recalculated for whatever reason, I would expect it to update back to the desired density/look according to the settings without having to move the mouse or provide any other sort of input.

Steps to reproduce

  1. Enable VolumetricFog in the WorldEnvironment
  2. Add Camera and enable Preview Camera in a separate Viewport
  3. Resize Viewports by dragging the seperation
  4. Don't move mouse cursor to observe VolumetricFog not updating back to it's original and intended density/look
  5. move mouse cursor slowly to force the Engine to update VolumetricFog. Observe how it only updates incrementally: If you stop moving the mouse, it will stop updating back to intended density/look according to the VolumetricFogs settings.
  6. move mouse cursor fast to force VolumetricFog to update all the way back to the normal - it's the settings.

Minimal reproduction project

volumetric_fog_cam_preview_bug.zip

@Calinou
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Calinou commented Jul 6, 2022

Duplicate of #62794 (same cause).

@Calinou Calinou closed this as not planned Won't fix, can't repro, duplicate, stale Jul 6, 2022
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