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Out of all the advanced debug draw modes available in the 3D editor's Perspective menu:
Only the following debug draw modes have any effect when using the Vulkan Mobile backend:
Directional Shadow
Decal Atlas
Occlusion Culling Buffer (when Use Occlusion Culling is enabled in the Project Settings)
The modes should be either made working, or grayed out (with a tooltip explaining why) if not relevant or not technically feasible. For instance, the mobile backend does not use clustering, so all the clustering-related debug draw modes should be grayed out.
Steps to reproduce
Switch to the Vulkan Mobile backend in the Project Settings.
Switch to various debug draw modes in the 3D editor's Perspective menu.
Minimal reproduction project
N/A
The text was updated successfully, but these errors were encountered:
Godot version
4.0.dev (2a9dd65)
System information
Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)
Issue description
Out of all the advanced debug draw modes available in the 3D editor's Perspective menu:
Only the following debug draw modes have any effect when using the Vulkan Mobile backend:
The modes should be either made working, or grayed out (with a tooltip explaining why) if not relevant or not technically feasible. For instance, the mobile backend does not use clustering, so all the clustering-related debug draw modes should be grayed out.
Steps to reproduce
Minimal reproduction project
N/A
The text was updated successfully, but these errors were encountered: