#Near GLTF scene meshes are not rendered
6 messages · Page 1 of 1 (latest)
@round needle I don't know for sure but I'd guess this is frustum culling breaking due to the animations being different from the positions of the models. I remember something about the way AABBs are computed for frustum culling I don't think it takes into account movement. I bet the models you have are somehow messed up slightly and if you view the model in Blender without any animations you'd see it was not in the same location as the T-pose animation for that model.
@round needle I had the same issue with my FPS, I had to add the NoCpuCulling component onto the camera. Its a temporary solution until it's fixed.
use bevy::view::NoCpuCulling;
I'd recommend tagging the individual animated meshes that have issues with the NoFrustumCulling (https://docs.rs/bevy/latest/bevy/render/view/struct.NoFrustumCulling.html) instead. Otherwise you are disabling frustum culling for everything, which would be a huge perf hit.
Use this component to opt-out of built-in frustum culling for entities, see Frustum.
I tried that but it didn't work on my end