Replies: 4 comments 6 replies
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Is it universally supported by Vulkan though? For OpenGL even the line width isn't, or at least wasn't, universally supported Also the ranges of widths that are supported vary massively, some drivers only support 1-64, 0-8, 0.5-10, 0-8000, and some only 1 (some AMD Radeon) |
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For my purposes, I just need to make the lines slightly thicker to create a visual distinction. I don't know how Vulkan would handle this, but even if it was just 2 or 3 pixels and wasn't universally supported, it would still be helpful. |
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It's not for the game, it's for an editor plugin. And as I would expect the number of platforms that do not support it to be fairly small, I'd just accept the degraded performance on those platforms. Or you could just add a some sort of call to OS that tells you the capabilities of the graphics card. How does the editor implement this feature? |
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Only NVIDIA supports line widths greater than 1. AMD and Intel are limited to 1 (at least on Windows). This poor support is why Vulkan doesn't feature a line width setting and expects you to draw thick lines using polygons instead. |
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I'm trying to draw some guide lines in a program. These are being generated with an ImmediateMesh object are a set of lines created with Mesh.PRIMITIVE_LINE_STRIP. At the moment, they are being drawn at 1 pixel thickness and there seems to be no way to change this. The StandardMaterial3D node provides no support for this, and even the shading language seems to have no line size support:
https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/spatial_shader.html
I tried using POINT_SIZE, but that does not affect my lines.
Setting line size is a standard operation in OpenGL, and it would be useful to see it supported by Godot's shaders as well.
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