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Meshes in Scenes will be culled while in camera #18168
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I'm having a lot of trouble understanding what you mean here. Has NoFrustrumCulling been removed? It certainly appears to still exist: https://dev-docs.bevyengine.org/bevy/render/view/struct.NoFrustumCulling.html Why are your objects getting culled while you're looking at them? What's your camera far plane set to? |
If frustum culling is culling meshes that shouldn't be culled, you might need to expand your entity's bounding box (Aabb). |
you've misunderstood what i mean by |
the scene is defined in a gltf file btw. so basically on_load. if I use FrustumCulling and I am unlucky. some meshes in my scene don't appear, even if it is in camera |
@homebrewmellow, do the meshes that disappear happen to be skinned meshes? I'm asking because there's a known issue with skinned meshes in particular (#4971). I'm aiming to get a proper fix into the engine in some future version - I agree that relying on NoFrustumCulling is bad. |
@greeble-dev yes skinned mesh |
Ok, hopefully I can get this fixed in the engine at some point. I also have a crate the fixes it automatically (https://github.com/greeble-dev/bevy_mod_skinned_aabb) - that's still not a great solution but saves having to manually insert NoFrustumCulling everywhere. |
i rely on:
bevy::render::view::NoFrustumCulling
to make sure my scenes aren't culled. Otherwise I have to fickle around with positions of my meshes in my scenes because some positions cause them to dissapear even when they are in camera. Which means I can't build the scenes in the way I want to.
Now i am completely missing the feature. Which worries me for the future. But Culling shouldn't work this way anyways. Never in a million years should something be culled while in Camera. just because the meshes position leaves some arbitrary (very short: 8-12 units of distance) threshhold.
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