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Viewport grid is drawn through opaque meshes

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Assessment

Difficulty
4/5
Estimated time
3-5 days
Newbie friendliness
34/100
Issue type
Bug
Clarity
Mostly clear
Activity status
Active
Tech stack
rust

Research direction

The bug is in the viewport grid pass, which is not named by file. Start from known-issues.md line 14, then find where the grid is drawn and check its depth state and its order relative to the mesh pass. Reproducing needs macOS with Metal and the MCP stdio server, using a cube and orbit_camera. Done means grid lines stay hidden behind front faces of opaque meshes, checked against the Maya 2026 viewport behaviour the issue cites.

Written by the indexing model from the issue text.

Description

bug

On macOS (Metal, debug build of main plus the cylinder/cone branch), the viewport grid at y=0 is drawn across the front faces of opaque meshes. Every grid line passing behind a mesh appears on its front faces.

Repro, through the MCP stdio server:

  1. create_primitive cube, cylinder or cone. Each is centred at the origin, so the y=0 grid plane cuts through it.
  2. frame_selected.
  3. orbit_camera with radians [0.5, 0.45], looking down at the object.

The grid lines stay visible across the front side faces. A primitive spanning y = -1..1 shows it clearly. The status overlay says "Opaque geometry preview".

Expected: the depth test hides the grid behind front faces. Maya's grid is depth-occluded by shaded geometry. This needs checking against the Maya 2026 viewport docs before any parity claim is made.

Suspects: the grid pass runs without depth testing, runs after the mesh pass without a depth attachment, or uses a depth comparison that always passes. known-issues.md line 14 says only that Grid composition is "pending", so this is not documented as a known limitation.

The captures are kept locally and are not attached.

Dominant language
Rust
Stars
4
Forks
2
Avg merge
2h 28m
Merged PRs (30d)
76

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