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When rendering an AtlasTexture in 3D through a Sprite3D or AnimatedSprite3D, the margin height is calculated in reverse of that from 2D, pushing the image downwards instead of upwards
This will cause any animations (such as those using an AnimatedSprite3D) to constantly shift positions up and down with unexpected behaviour, making sprite animations in 3D impossible with AtlasTextures
Steps to reproduce:
Create a Sprite3D
Give it an Atlas Texture
Change the AtlasTexture's margin "h" value and watch the sprite go down instead of up
Results:
3D (goes downwards below the plane)
2D (goes upwards above the plane)
Workarounds:
Render to a separate viewport and then use that viewport as a viewport texture. This works, but requires a lot of overhead and will cause significant slowdown on mobile
Bite the bullet and readjust manually the position of every Sprite3D to match your desired margin
???????
Recompile godot and fix the issue yourself before someone tells you that AtlasTextures are getting an overhaul in 4.0
Godot version: 3.3.0
OS/device including version:
GLES2, Windows 10, Intel (R) Graphics 630
Issue description:
When rendering an AtlasTexture in 3D through a Sprite3D or AnimatedSprite3D, the margin height is calculated in reverse of that from 2D, pushing the image downwards instead of upwards
This will cause any animations (such as those using an AnimatedSprite3D) to constantly shift positions up and down with unexpected behaviour, making sprite animations in 3D impossible with AtlasTextures
Steps to reproduce:
Results:
3D (goes downwards below the plane)
2D (goes upwards above the plane)
Workarounds:
Minimal reproduction project:
AtlasTextureTest.zip
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