Skip to content

OpenGL: Blend modes other than Mix don't work unless Depth Draw Mode is set to Never #76334

@decacis

Description

@decacis

Godot version

v4.1.dev1.official [db13026]

System information

Windows 10, Compatibility, NVIDIA GeForce GTX 1050 Ti (528.24)

Issue description

Setting the blend mode to something besides mix behaves the same as mix. This is the same whether is a ShaderMaterial or a StandarMaterial3D.

Blend-Add

I think this should have been fixed by #75968 unless I misunderstood the PR, and it does seem to be included in this version (4.1 dev1). It does work if you set the Depth Draw Mode to Never though.

Steps to reproduce

  • Add a MeshInstance3D with a mesh of any type
  • Add a StandarMaterial3D
  • Set the blend mode to add (or any other than mix)
  • It won't work unless you set the depth draw mode to Never

Minimal reproduction project

BlendAdd.zip

Metadata

Metadata

Assignees

No one assigned

    Type

    No type
    No fields configured for issues without a type.

    Projects

    No projects

    Milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions