Meshes are missing parts when multiple batches are needed to render scene
pavels opened this issue · comments
When multiple batches are used to render scene (lot of triangles), meshes are missing parts
Here is reproduction code:
class Example extends Phaser.Scene
{
constructor ()
{
super();
}
preload ()
{
this.load.image('ayu', 'assets/pics/ayu.png');
}
create ()
{
var cnt = 10;
for(var i = 0; i < cnt; i++) {
for(var j = 0; j < cnt; j++) {
const mesh = this.add.mesh(50 + i * 100, 50 + j * 100, 'ayu');
Phaser.Geom.Mesh.GenerateGridVerts({
mesh,
widthSegments: 10
});
mesh.hideCCW = false;
mesh.panZ(20);
}
}
}
update ()
{
}
}
const config = {
type: Phaser.AUTO,
width: 1000,
height: 800,
backgroundColor: '#0a440a',
parent: 'phaser-example',
scene: Example,
batchSize: 512,
};
let game = new Phaser.Game(config);
The problem is artificially exaggerated by setting small batchSize
but happens even on default settings - you will just need more triangles on scene for this to happen.
This happens on 3.80.1 and down to at lest 3.55.2