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Vulkan Mobile backend: Some advanced debug draw modes do nothing when enabled #55900

Open
Tracked by #55871
Calinou opened this issue Dec 13, 2021 · 0 comments · May be fixed by #93673
Open
Tracked by #55871

Vulkan Mobile backend: Some advanced debug draw modes do nothing when enabled #55900

Calinou opened this issue Dec 13, 2021 · 0 comments · May be fixed by #93673

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@Calinou
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Calinou commented Dec 13, 2021

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:

image

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

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