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v4.2.dev.custom_build [6b727eb] (master at the time of writing)
System information
Godot v4.2.dev (6b727eb) - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1050 Ti (NVIDIA; 31.0.15.3742) - Intel(R) Core(TM) i3-6100 CPU @ 3.70GHz (4 Threads)
Issue description
Using an ImmediateMesh, and setting normals with surface_set_normal, results in error of the form:
Size of vertex data provided (#) does not match expected (##)
Where the # symbols represent numbers, such that # is lower than ##, the actual numbers depend on what other information is being passed about the vertex.
Examples of errors:
The error where I discovered it:
Size of vertex data provided (72) does not match expected (120)
The error on the minimal reproduction project:
Size of vertex data provided (36) does not match expected (48)
Note: v4.2.dev6.official [57a6813] is not affected.
Steps to reproduce
Add the following code to a MeshInstance and execute the scene:
This happens in Forward +, Mobile, and Compatibility, which suggest it is an issue on the mesh creation side, not the rendering side. And looking at git blame suggest this might have been introduced by #81138
Godot version
v4.2.dev.custom_build [6b727eb] (master at the time of writing)
System information
Godot v4.2.dev (6b727eb) - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1050 Ti (NVIDIA; 31.0.15.3742) - Intel(R) Core(TM) i3-6100 CPU @ 3.70GHz (4 Threads)
Issue description
Using an
ImmediateMesh
, and setting normals withsurface_set_normal
, results in error of the form:Where the # symbols represent numbers, such that # is lower than ##, the actual numbers depend on what other information is being passed about the vertex.
Examples of errors:
The error where I discovered it:
The error on the minimal reproduction project:
Note: v4.2.dev6.official [57a6813] is not affected.
Steps to reproduce
Add the following code to a
MeshInstance
and execute the scene:Minimal reproduction project
TesIMesh.zip
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