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Occlusion Culling Buffer corrupted when zoomed out with an orthogonal camera #98756

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@Rudolph-B

Description

@Rudolph-B

Tested versions

  • Reproducible in v4.4.dev (c6c464c)

System information

Godot v4.4.dev (c6c464c) - Ubuntu 24.04.1 LTS 24.04 on X11 - X11 display driver, Multi-window, 2 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (nvidia; 560.35.03) - AMD Ryzen 7 3700X 8-Core Processor (16 threads)

Issue description

As noted by @Calinou in #98562 occlusion culling still has some issue in the orthogonal. Particularly when zoomed out now. As shown in this video the issue is related to the how the occlusion buffer is calculated.

Steps to reproduce

  • Add 2 box mesh instances so that one can cover the other one
  • Add and OCcluderInstance3D
  • Set camera to orthogonal
  • Set camera to show the occlusion buffer
  • Zoom in and out

Minimal reproduction project (MRP)

mrp.zip

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