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VRAM Compressed Texture2DArray formats do not work in Compatibility renderer #91365
Comments
Running the MRP prints the following error:
This would be good for someone to investigate with a little bit of OpenGL knowledge. We should be using |
I am investigating this issue now, but I am new to the community. The problem I am facing now is that I couldn't get the IDE print this Error message,
Would anyone mind helping me on how to enter this section of code? |
@CuptainTeamo Hi. I'm also somewhat new to Godot. I didn't know about the message until I read clayjohn's comment above. I found out just now that if I go into Project Settings/General/Debug/Settings and check verbose_stdout, then the message shows when I run the project. |
@clayjohn @luciusponto
Because the glCompressedTexImage3D can work with the GL_TEXTURE_2D_ARRAY, but glCompressedTexImage2D cannot work with that. This is the code I modified |
nevermind, just had to refresh image to reload image correctly in other profile. so fix works for all profiles. However, question:
|
@semensanyok Hi, does this fix work for you? I tried to follow your changes to modify this
Does it fix everything for you? Not working well for me, I am trying to figure out which part I get wrong. |
there is also diff in drivers/gles3/storage/texture_storage.cpp in my PR (#91508), did you miss it by any chance? its not like your's
nope looks like its not fixed, cached version, keep looking. forward is broken currently by this draft P.S. its wrong, 1 is correct value, forget this diff |
@CuptainTeamo forget my current PR, its completely wrong. I'm preparing new solution. I will push it ASAP. |
@CuptainTeamo @clayjohn fixed, review #91853 please |
Hi. I tested the changes in the PR above with the min repro project and it seems to work well now, both in Compatibility and Forward+. |
Tested versions
System information
Godot v4.3.dev5 - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.3713) - Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 Threads)
Issue description
In the compatibility renderer, textures imported as Texture2DArray seem only work if imported as: lossless, lossy, VRAM uncompressed.
However, if imported as VRAM Compressed or Basis Universal, they display as black both in the inspector as well as when used in scene materials.
This issue does no occur with the Forward+ or Mobile renderers.
Steps to reproduce
Open repro project, check main scene
Minimal reproduction project (MRP)
CompatTextArrayTest.zip
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