Godot Version
4.6.stable
Question
Hello! I have exported two of my models as a meshArray instance, using the same method
one works fine but the other continuously prints
mesh_get_aabb: Condition “bs > sbs” is true. Continuing.
<C++ Source> servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp:730 @ mesh_get_aabb()
into the console
Any idea what that means?
I’m not familiar at all with in the inner workings of the engine, but looking at the engine’s code, it seems it’s about an anomaly with the mesh’s skeleton.
AABB aabb;
for (uint32_t i = 0; i < mesh->surface_count; i++) {
AABB laabb;
const Mesh::Surface &surface = *mesh->surfaces[i];
if ((surface.format & RSE::ARRAY_FORMAT_BONES) && surface.bone_aabbs.size()) {
int bs = surface.bone_aabbs.size();
const AABB *skbones = surface.bone_aabbs.ptr();
int sbs = skeleton->size;
ERR_CONTINUE(bs > sbs);
const float *baseptr = skeleton->data.ptr();
bool found_bone_aabb = false;
if (skeleton->use_2d) {
for (int j = 0; j < bs; j++) {
if (skbones[j].size == Vector3(-1, -1, -1)) {
continue; //bone is unused
}
It might be related to this Github issue
opened 04:39PM - 14 Feb 20 UTC
bug
topic:rendering
confirmed
topic:3d
**Godot version:**
Master Branch, Latest Commit: 282c8dda98ab4fae1f35fc4b796978… 950cb3c000
**OS/device including version:**
Windows 10, Version 1909, 2020 Cumulative Update.
GTX 1070 TI, 442.19 Drivers.
**Issue description:**
While checking if an import plugin of mine worked with 4.0, I noticed that MeshInstance nodes that are children of a skeleton node are usually invisible. I have not been able to determine why any given MeshInstance will be invisible or not. The import works perfectly in 3.2, but not in 4.0 (only script change was SpatialMaterial to StandardMaterial3D). I also confirmed that creating a new skeleton and adding a MeshInstance child would not display the MeshInstance, but that may be caused by the lack of bones in a new skeleton node.
Saving the MeshInstance nodes as scenes shows that the Meshes and MeshInstances display properly without the Skeleton node. I have tried toggling settings in both the Meshes and their Material to no effect. I have found an exception to this rule in an imported file, but I was unable to determine what made it different from the other MeshInstances.
I have attached my log file below. Please ignore the failed texture import errors, as they are not used by any assets in my project. I have also included two of the most frequent errors below.
```
ERROR: Condition "!F" is true. Continuing.
at: RasterizerScene::InstanceBase::clean_up_dependencies (E:\Repositories\godot\servers/visual/rasterizer.h:185) - Condition "!F" is true. Continuing.
ERROR: Condition "bs > sbs" is true. Continuing.
at: RasterizerStorageRD::mesh_get_aabb (servers\visual\rasterizer_rd\rasterizer_storage_rd.cpp:2064) - Condition "bs > sbs" is true. Continuing.
```
[log-2020-02-14-10-52-39.txt](https://github.com/godotengine/godot/files/4205462/log-2020-02-14-10-52-39.txt)
**Steps to reproduce:**
Can be reproduced by adding a MeshInstance as a child of a skeleton, but the error there may be due to the skeleton having no bones instead of the above issue.
**Minimal reproduction project:**
[Invisible Mesh Demonstration.zip](https://github.com/godotengine/godot/files/4205489/Invisible.Mesh.Demonstration.zip)
Example of import in Godot 3.2:

Do you have any problems with these mesh arrays?
I managed to make the errors go away by manually setting the Custom AABB in the ArrayMesh itself
Still very odd
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