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ImageTexture3D serialization bug #80866
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Looks like we need to port #71394 to ImageTexture3D as well. Here is a partially working diff:
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@clayjohn The code here posted here don't work on the mrp because this code regarding mimmaps in set_image:
When the texture3D doesn't have a mipmap, After fixing this, the code works well like the image below I'm happy to continue digging if you allow me to continue based on your work :) |
The code still triger two errors in editor console because of some resource init code will read the texture array's info before it actually deserilize it. These two errors come from: after it, the |
Godot version
4.1 stable and 4.2.dev3
System information
Godot v4.1.stable - Windows 10.0.22621 - Vulkan (Mobile) - integrated Intel(R) Iris(R) Plus Graphics (Intel Corporation; 27.20.100.9621) - Intel(R) Core(TM) i7-1065G7 CPU @ 1.30GHz (8 Threads)
Issue description
When I create a ImageTexture3D, populate it and then save it I obtain a 1x1x1 Lum8 pink texture instead of the one I created (I think it is properly created beacause it behaves well when I use it in a custom shader).
This happens whether
ResourceSaver.save
function or notand it don't give errors.
And when It is in a shader uniform in editor, working properly - If I save the scene and reopen it, there's pink where the texture is involved and the 1x1x1 in the uniform field.
Steps to reproduce
@tool
takes effectsave
boolean field in the inspectorImageTexture3D
got saved properly in the FileSystem DockMinimal reproduction project
N/A
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