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I’m using an HP Envy laptop with intel graphics 620. I’ve doubled checked all my drivers are up to date and also run the opengl viewer tests, they show full (100%) compatibility with all v 3.x of OpenGL.
I’m using v3.1.1 stable release of Godot Engine.
If I create a simple scene and add a mesh instance and a spatial material and for example set the color to green, then both in the viewport and the scene preview (run) the mesh color appears black most of the time until I either zoom in on the viewport and reach a certain distance or move the object back toward the camera. The same is true of imported meshes from blender.
Am I missing something simple with the camera or material configuration?
I have a Linux laptop with Intel HD graphics 3000 (antiquated videocard), and I have had the same issue. It has something to do with the s3tc packages that were missing for me. I installed them and the textures where fine again. Maybe this will help you resolve your issue.
selamba | 2019-12-05 00:18
Please report this bug on GitHub. Make sure to state detailed hardware information and steps to reproduce in the report.
Calinou | 2019-12-09 18:19
I’ve been having this issue too but not specifically with objects far away from the camera, just objects in general, though it isnt as bad in 3.2.3 as it is in 3.1 fortunately, I was helping another dev test out their game last week and they were using 3.1 and the model flickering/glitching was horrific and made the game pretty much unplayable But oddly it was only one map that was mostly effected, the other ones were ok for the most part so I dont know exactly what triggers it for me, but I also have an intel hd (intel hd 600 to be precise) so I suspect our issues are similar even though mine is newer.
Therektafire | 2020-11-27 12:28