#Near GLTF scene meshes are not rendered

6 messages · Page 1 of 1 (latest)

round needle
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Hey, everyone!

Meshes of a GLTF model that are close to the camera are not being rendered. In the video it happens with the pistol that is part of the view model asset, and also with the bot I placed inside the map model.

Changing the near distance on PerspectiveProjection doesn't help.

Any clues?

rigid meteor
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@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.

meager orbit
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@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.

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use bevy::view::NoCpuCulling;

rigid meteor
# meager orbit <@241978119899185165> I had the same issue with my FPS, I had to add the `NoCpuC...

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.

meager orbit
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I tried that but it didn't work on my end