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OS/device including version:
Windows 10
GLES2
NVidia GTX 1060 6GB
Issue description:
BackBufferCopy doesn't copy at the right moment when using Godot >= v3.2.2 with GLES2. This worked fine in v3.2.1 of Godot, so this is a regression.
Works fine with GLES3.
v3.2.1 with GLES2
v3.2.2 and v3.2.3 with GLES2
Steps to reproduce:
Create a 2D scene.
Add a sprite.
Add a BackBufferCopy.
Add another sprite overlapping the first.
Add a Mesh covering both sprites and set its shader to output COLOR = texture(SCREEN_TEXTURE, SCREEN_UV) * vec4(1,1,1,0.5);
The result should make the second sprite semi-transparent.
It's a regression from the new 2D batching.
It also happens with GLES3 in 3.2.4 beta builds (tested 68973ca) as they now extend the batching to GLES3 too.
Disabling batching solves it both for GLES2 and GLES3.
Ok got renderdoc installed, it looks like it is capturing the backbuffer twice, so the last version is when both rects are drawn (instead of just one capture with the first). This is probably due to the rects being batched together. This may not be too tricky to fix after all. 👍
Godot version:
3.2.2
3.2.3
OS/device including version:
Windows 10
GLES2
NVidia GTX 1060 6GB
Issue description:
BackBufferCopy doesn't copy at the right moment when using Godot >= v3.2.2 with GLES2. This worked fine in v3.2.1 of Godot, so this is a regression.
Works fine with GLES3.
v3.2.1 with GLES2
v3.2.2 and v3.2.3 with GLES2
Steps to reproduce:
COLOR = texture(SCREEN_TEXTURE, SCREEN_UV) * vec4(1,1,1,0.5);
Minimal reproduction project:
BackBufferCopyGLES2.zip
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