Recently noticed this, and it only seems to occur with special meshes from what I can tell.
Basically, SpecialMeshes are incorrectly culled before they’re off screen.
Here is a video demoing this in my game from 2018 (at the time, SpecialMeshes were the only way to get proper alpha-mapping.)
System Information:
Ryzen 5 3600
ASUS TUF Radeon 5600 XT
16gb DDR4
Renderer set to Vulkan
Expected behavior
Like normal MeshParts, SpecialMeshes shouldn’t be culled before they’re off screen.
We’ve investigated and found that the problem stems from a mismatch between the visual bounds and the bounds used by our frustum culling system. This isn’t related to occlusion culling.
We’ve logged this bug in our internal tracking system. We’ll investigate this further and prioritize it appropriately. We appreciate your patience and understanding!
Hi. Are there any news regarding this? I have multiple SpecialMeshes (primarily trees) in my game which have the same problem, so I’m wondering whether it is possibly going to get fixed (somehow) soon, or if I should hassle a bit and change them to MeshParts.