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Creating 2d polygons with texture assigned (following the 2d skeleton tutorial) in the 4.0 beta renders some of the polygons incorrectly:
There are no bones, simply a couple of polygon 2ds with texture and UV points setup. Some polygons become messed up, some seem to be fine.
A way to 100% break a polygon, is by assigning a 2d skeleton (event empty one, without any bones and without assigning any weights).
Steps to reproduce
The project is very very simple, just a 2d scene with a couple of polygon 2ds.
Simply opening it should break the polygons, if not, assigning a skeleton to them should do the trick.
I have been able to reproduce this on two different computers, one running Manjaro Xfce on full AMD, one running custom Manjaro with tilling window manager running on intel GPU.
When I was looking through possibly related issues, I got to this one #59451, which seems like the same bug, but it was closed in March and also related to Vulkan + mobile.
Godot version
v4.0.beta5.official [89a33d2]
System information
Manjaro Linux Xfce, GLES3, AMD RX 580
Issue description
Creating 2d polygons with texture assigned (following the 2d skeleton tutorial) in the 4.0 beta renders some of the polygons incorrectly:
There are no bones, simply a couple of polygon 2ds with texture and UV points setup. Some polygons become messed up, some seem to be fine.
A way to 100% break a polygon, is by assigning a 2d skeleton (event empty one, without any bones and without assigning any weights).
Steps to reproduce
The project is very very simple, just a 2d scene with a couple of polygon 2ds.
Simply opening it should break the polygons, if not, assigning a skeleton to them should do the trick.
I have been able to reproduce this on two different computers, one running Manjaro Xfce on full AMD, one running custom Manjaro with tilling window manager running on intel GPU.
Minimal reproduction project
example.zip
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