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New Rive rendering problems with camera and sprites #228

@maelig-moreau

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@maelig-moreau

Oldest versions tried:
Defold 1.11.x and 1.12.0 (Rive 8.4.x and 9.0.0)

Here is a simple repo I used to test things: https://github.com/maelig-moreau/rive_sprite_tests

Rive predicate draw call is blocking the next predicates: Materials whose predicate is drawn after the rive predicate don't render. In the linked repo, a sprite_front material is used to render in front of the rive predicate while the default sprite is rendered behind it. If you remove the draw call for the rive predicate in the custom_render script you can see that the material is successfully rendered again.

Camera : The rive extension doesn't take orthographic zoom and near-z parameters into account when rendering as it did back in 1.8. It affects both projects using the rendercam extension and the basic Defold camera. The result is the rivemodel being rendered at its default scale all the time. With rendercam, the rivemodel is rendered at the wrong coordinates on the screen. No matter what near_z parameters is on, everything stops rendering at z-1.0 when using the rive render script. Game objects that are parented to the rivemodel's bones render correctly at the right place.

Use case: My game uses a rivemodel for its main character while the rest are sprites, it worked back in 1.8.1 but now both problems have made the game visually incoherent.

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