Hi.
I'm currently experince some major rendering flaws.
The tree on the left renders just fine in every aspect. I only wanted to reduce the amount of drawcalls and merged the trunk and leafes to one texture atlas.
The second tree does not have a shadow when i use alpha scissor. It renders a shadow when i use opaque pre-pass but that doubles the draw calls again. Also i have to turn of mipmapping for the texture atlas because it glitches with the z ordering.
I' not quiet sure why a alpha scisssor rendering should need a pre pass, that should only be necessary when rendering transparent objects.
Does anybody experience the same problems? I would suggest this is a bug. Or does anyone has a explenation for this behaviour?
Image embeding doe not seems to work ... link to image

Update:
after looking deeper into godot ... alpha scissor seems to be linked with transparency. Wich does not make sense to me, i thought we use scissor to not use expensive transparency. But in the shader you can only use scissor with an alpha value wich makes the shader to a transparent shader. Imho this requires the objets to be sorted and so on ... this drops the performance.
Am i wrong?
Update 2:
A simple
if( albedo_tex.a <= alpha_scissor_threshold ){
discard;
}
in the shader fixes the problem.
BUT ... this keeps me thinking how the godot render pipeline works. Especially in the means of shadow mapping. I would love to have a detailed explaintion of the render process to understand whats happening.