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
When multiple batches are used to render scene (lot of triangles), meshes are missing parts
Here is reproduction code:
The problem is artificially exaggerated by setting small
batchSizebut 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