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Image instead of black bars - VisualServer #27440
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Hi! I made a fix in rasterizer_canvas_gles3.cpp in 3.2 branch. The result is this: |
Should i make a PR for this for 3.2? |
Well i would say go for it. It looks pretty good to me. |
Perhaps i could also add the option to stretch the image to the margins instead of preserving the size.. would it be useful? |
Well it might have its use cases for sure. I dont see a problem with adding that option too. |
I created the PR... lets see if it get merged, as it would only be useful for 3.2 (4.0 doesn't have gles3 anymore). |
@azagaya Do you have a project that can be used to test the fix? I'm trying with a couple lines as in the OP, but even with the fix I still get some pretty bad artifacts (even though it's much better with this fix that without). |
Fixed by #37475. |
I'll make one after work today. I recently changed my notebook and lost the example project in the way. |
Godot version:
3.1 stable
OS/device including version:
Windows 10
Issue description:
I am having problem setting texture to be used instead of black bars when application window is scaled. It always draws one color of texture(instead of the texture itself) like if it was zoomed in or something. Is this normal behaviour or a bug? I tried textures with defferent resolutions and also images instead of textures but nothing seems to work.
Example - godot icon is used as texture for black bars
Normally i would expect that texture that is passed to visualServer will be scaled to the size corresponding bar instead of this.
Steps to reproduce:
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