You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
What I was referring to is a new issue for the 3.2 branch to cater to @endragor's comment in #31259 (comment).
This WIP report seems to be a duplicate of #26570 which is already fixed? So I'll close as fixed in 3.2, and #31259 already has the cherrypick:3.1 label which identifies it as a candidate for including in the 3.1 branch.
{ [WIP Report] See: #26570 for original details. Created issue as requested in #31259 (comment) }
Godot version: v3.1.2-rc1_osx.64
OS/device including version: Mac
Issue description:
The shadows in the editor & application are incorrect and display "garbage" which seems like uninitialized memory--and changes over time.
When the application is run the following error is displayed in Error console:
Incorrect shadows in editor:
Incorrect shadows in application:
Steps to reproduce:
[TODO]
Minimal reproduction project:
[TODO]
Note:
This doesn't occur in 3.2 beta 1.
Updated: Possibly related comment regarding underlying issue: Check for unsigned_short support for gles2 depth buffer allocation #31259 (comment)
The text was updated successfully, but these errors were encountered: