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Viewport doesn't render at default size [512,512] #66483
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A few updates, on Linux (Manjaro) running Nvidia proprietary drivers for a 1080ti I don't see any size which results in correct rendering. I also built Godot and ran it under a debugger. |
Is the viewport's Update mode set to Always? This is currently required for viewport textures to be generated correctly. |
Setting the value to "Always" makes the texture render in the editor but still shows up as the pink non-Texture when running the scene. Quick Edit: Setting the mode to "Always" also seems to resolve #66247 in the editor (so you get a live texture preview which is nice) but doesn't fix the issue when running the scene. Second Edit: I re-tested on Linux and now I am also getting the pink texture at the default size, I may have made a mistake in my earlier test. |
I ran Godot built from source in a debugger. It looks like when the Viewport texture size is default it never goes through So the underlying issue may be with how Godot is trying to detect changes in texture size. |
This sounds similar to what's happening with ReflectionProbes when their extents are set to the default value (which #55178 should incindentally resolve). |
The bug is still there in Godot4.0 Beta3. Here's my minimal reproduction project: subviewport_bug.zip If anyone got problem with this bug, Here're some workaround:
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Currently, with Beta3, it seems that no matter the size of the SubViewport, it renders ONLY if it's inside a SubViewportContainer, otherwise it's always pink. Should this be a new bug report @Calinou? |
Is the viewport's update mode set to Always? See #55471. |
Only Clear Mode was Always, setting Update Mode to Always made it work again. Thanks. |
Tried it with Godot 4 beta 17, "Mobile" renderer preset on Win10, dedicated graphics card (not a notebook). Can't get the SubViewPort to work properly. When it works, it doesn't update Material changes, sometimes it just shows a pink texture. Edit: I just realized, that this ticket was closed already. Sorry!! |
Im here trying to use it too. This hasnt been fixed it looks like. Shows up fine in editor but either Pink or Blank at runtime. |
Godot version
4.0-beta1
System information
Windows 10, NVIDIA GeForce RTX 3050 Ti Laptop GPU
Issue description
When creating a SubViewport that renders to a texture if the default viewport size of (512,512) is used the texture renders as all pink, but if the Viewport size is changed (514, 514) it will render properly.
Weirdly, when set to (512,512) it doesn't throw any errors, but when set to another size it throws a bunch of errors:
Steps to reproduce
Create a scene with the following:
Add a script on the root (because of #66247 ) with the following:
Minimal reproduction project
OpenTest.zip
The text was updated successfully, but these errors were encountered: