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Can't load image or resource to ImageTexture #26193
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To load an image in the editor, you do not first create an ImageTexture (which is an internal class). You instead select "Load" and then load your image from there. |
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Godot version:
v3.0.6.stable.mono.official.8314054
OS/device including version:
Windows 10 (64-bit)
Issue description:
Creating a new image or loading an existing .res or .png file in the Image field inside an ImageTexture is not possible.
Steps to reproduce:
drivers/gles3/rasterizer_storage_gles3.cpp:835 - Condition ' !texture->active ' is true. returned: Ref<Image>()
Minimal reproduction project:
ImageTextureBug.zip
Related:
#17650
Except I can't load an AtlasTexture either.
Comment:
What I was trying to achieve is to have a plane with a 2048x2048 texture that is repeated every 1 unit, in other words it won't stretch the image to the whole plane. I am not absolute new to Godot, but I am still learning a lot of things. If what trying to do here is not the right way to solve this problem, please explain me, how I could achieve what I want. Thanks.
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