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Large Meshes render incorrectly (depth buffer issue) #32764

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@npip99

Description

Godot version: v3.2.alpha0.official

OS/device including version: Ubuntu 18.04 LTS

Issue description: If a mesh is exceptionally large, on the order of 100k-1M in each direction, and it is centered on the camera, then is it culled weirdly and will pop in and out of existence as you look around.

Steps to reproduce: Create a new PlaneMesh, with scale 1,000,000, centered at 0,0. Have the camera centered at 0,0, with far distance set to 90,000. When you run the scene, it'll be glitchy because the plane will be popping in and out of view.

(This was happening to me with the terrain, which understandably made the game unplayable). A fix is to have four meshes, each having a corner at 0,0, so that they're making up each quadrant of the map. So for some reason, the issue only occurs when you're at the center of the mesh, not when you're at the corner.

Minimal reproduction project:
godotbug.zip

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