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OpenGL: Point rendering not working #73826

Closed
Tracked by #66458
Calinou opened this issue Feb 23, 2023 · 1 comment · Fixed by #73966
Closed
Tracked by #66458

OpenGL: Point rendering not working #73826

Calinou opened this issue Feb 23, 2023 · 1 comment · Fixed by #73966

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@Calinou
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Calinou commented Feb 23, 2023

Godot version

4.0.rc3

System information

Fedora 37, GeForce RTX 4090 (NVIDIA 525.85.05)

Issue description

Enabling Transform > Use Point Size and changing Transform > Point Size in a BaseMaterial3D has no effect when using the Compatibility rendering method, but it works when using Forward+ or Forward Mobile (Vulkan).

themoleman on the Godot Contributors Chat has hinted the following:

Just a FYI there is a bug in the compatability renderer that is preventing the gl_PointSize from being set
I ran apitrace on godot and got the following error:
warning C7050 gl_pointSize might be used before being initialized

Forward+

Point sizes of 1, 6 and 20 are used respectively. The red points on the right use a transparent textured material.

Screenshot_20230223_174332

Mobile

Shadow casting appears different due to #73827.

Screenshot_20230223_174348

Compatibility

Red sphere is invisible because of the transparent texture that spans the entire sphere, as opposed to individual points.

Screenshot_20230223_174401

Steps to reproduce

  • Create a MeshInstance3D with a SphereMesh.
  • Add a BaseMaterial3D with Transform > Use Point Size enabled, then change Transform > Point Size.
  • Notice this has no effect if the editor is currently running with the Compatibility rendering method.

Minimal reproduction project

test_point_rendering.zip

@the-brickster
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Im taking a look into this

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