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In some cases occlusion culling can be too aggressive and cull visible geometry. That happens when another mapblock slightly overlaps hidden geometry, example (sand near cliffs):
Same place with different angle - geometry is not occluded:
That happens with both "loops" and "bfs", independently from enabled/disabled "raytraced occlusion" and "server occlusion culling"
Steps to reproduce
This bug can be reproduced in different games, for example in this one, or you can see similar bug in backrooms test
The text was updated successfully, but these errors were encountered:
The occlusion culler is indeed quite approximate and not very good, so this is "just" a symptom of that.
sfan5
added
Bug
Issues that were confirmed to be a bug
and removed
Unconfirmed bug
Bug report that has not been confirmed to exist/be reproducible
labels
Apr 27, 2024
Minetest version
Irrlicht device
No response
Operating system and version
Windows 10, 64 bit
CPU model
Intel Core i9-10900F
GPU model
NVIDIA GeForce RTX 3060
Active renderer
OpenGL 4.6.0
Summary
In some cases occlusion culling can be too aggressive and cull visible geometry. That happens when another mapblock slightly overlaps hidden geometry, example (sand near cliffs):
Same place with different angle - geometry is not occluded:
That happens with both "loops" and "bfs", independently from enabled/disabled "raytraced occlusion" and "server occlusion culling"
Steps to reproduce
This bug can be reproduced in different games, for example in this one, or you can see similar bug in backrooms test
The text was updated successfully, but these errors were encountered: