Godot version
4.0.dev (2a9dd65)
System information
Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)
Issue description
Out of all the advanced debug draw modes available in the 3D editor's Perspective menu:

Only the following debug draw modes have any effect when using the Vulkan Mobile backend:
- Directional Shadow
- Decal Atlas
- Occlusion Culling Buffer (when Use Occlusion Culling is enabled in the Project Settings)
The modes should be either made working, or grayed out (with a tooltip explaining why) if not relevant or not technically feasible. For instance, the mobile backend does not use clustering, so all the clustering-related debug draw modes should be grayed out.
Steps to reproduce
- Switch to the Vulkan Mobile backend in the Project Settings.
- Switch to various debug draw modes in the 3D editor's Perspective menu.
Minimal reproduction project
N/A
Godot version
4.0.dev (2a9dd65)
System information
Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)
Issue description
Out of all the advanced debug draw modes available in the 3D editor's Perspective menu:
Only the following debug draw modes have any effect when using the Vulkan Mobile backend:
The modes should be either made working, or grayed out (with a tooltip explaining why) if not relevant or not technically feasible. For instance, the mobile backend does not use clustering, so all the clustering-related debug draw modes should be grayed out.
Steps to reproduce
Minimal reproduction project
N/A