Godot version
4.0 beta 3 mono
System information
Linux, OpenGL 3, Intel HD Graphics 4000, Mesa 18.3.6
Issue description
Settiing rendering/renderer/rendering_method to gl_compatibility causes the sky and meshes and to not get rendered on runtime, but they look fine in the editor. Sprite3D and Shadows from DirectionLight3D does not get rendered at all.
How it looks in the editor, notice the highlighted nodes are Sprite3D.

How it looks with DirectionalLight3D and shadows enabled, notice the absence of shadows.

Running the scene, the sky, lighting, and sprite3ds does not get rendered, the meshes comes out as pink.

Steps to reproduce
- Create new project and set the all rendering to 'gl_compatibility'
- Make a 3D scene
- Add or import any kind of meshes
- Add a Sprite3D node and use godot's icon.svg (or any image) as texture
- Add DirectionalLight3D and enable shadow
- Add a camera
- Run the scene
Minimal reproduction project
OpenGl_Render_Test.zip
Godot version
4.0 beta 3 mono
System information
Linux, OpenGL 3, Intel HD Graphics 4000, Mesa 18.3.6
Issue description
Settiing
rendering/renderer/rendering_methodto gl_compatibility causes the sky and meshes and to not get rendered on runtime, but they look fine in the editor. Sprite3D and Shadows from DirectionLight3D does not get rendered at all.How it looks in the editor, notice the highlighted nodes are Sprite3D.

How it looks with DirectionalLight3D and shadows enabled, notice the absence of shadows.

Running the scene, the sky, lighting, and sprite3ds does not get rendered, the meshes comes out as pink.

Steps to reproduce
Minimal reproduction project
OpenGl_Render_Test.zip