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blend_rect() not working on android #21429

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ondesic opened this issue Aug 26, 2018 · 4 comments
Closed

blend_rect() not working on android #21429

ondesic opened this issue Aug 26, 2018 · 4 comments

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@ondesic
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ondesic commented Aug 26, 2018

Godot version:
3.06

OS/device including version:
Windows 10

Issue description:
I am using Image.blend_rect() to merge two images and assign it to a texture/sprite. It works perfectly on the desktop, however, on the Android it refuses to draw the blended image.

On the desktop here is the result:
test1

The white circle shows up fine. On the Android, it is simply a green image with no white circle. Here is the entire project.
Test.zip

Could someone please look at this. This bug brakes my entire game on the Android. Thanks!

@ondesic
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ondesic commented Aug 27, 2018

If anyone has an idea on this I would sure appreciate it

@ondesic
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ondesic commented Aug 30, 2018

I've been working on this feverishly. Interestingly, if I swap the whitehole64.png with the icon.png that comes with Godot, it draws fine on the Android. I have looked at every detail of these 2 images. All of the attributes of whitehole64.png and icon.png are the same yet godot accepts the icon.png on the Android, but not the whitehole.png

What's going on I wonder? What's the different with these two images to android?

@KoBeWi
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KoBeWi commented Jun 22, 2020

Can anyone still reproduce this bug in Godot 3.2.1 or any later release (e.g. 3.2.2-rc3)?

There's a chance it works better in GLES2 which was introduced back in 3.1.

@KoBeWi
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KoBeWi commented Sep 28, 2020

Closing due to lack of update. Please comment if you can still reproduce this issue in the latest stable version of Godot.

@KoBeWi KoBeWi closed this as completed Sep 28, 2020
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