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Sprite3D displays wrong colors when displaying a ViewportTexture containing a VideoPlayer with a WebM video #42698
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This is probably due to sRGB conversion not being applied when it should. There's a workaround for this:
To solve this in Sprite3D, we need to expose a flag to force albedo as sRGB. cc @clayjohn Sprite3D on the left, correctly configured MeshInstance on the right: Here's the project with the workaround included: webm_bug_workaround.zip
This is a known bug, see #27790. |
PS, just saw the workaround by @Calinou, will try it now, but still, this is an issue that should have never been. |
Question to @Calinou, so is using the MeshInstance node more efficient resource wise ? Is Sprite3D "supposed" to be the way to do it all along but it is just currently broken ? |
It's not any more efficient since 3.2.3 (#39867), but it's more flexible than Sprite3D for sure.
Check the minimal reproduction project I uploaded in my comment 🙂
Sprite3D isn't broken. It just don't aim to target advanced use cases. Consider it as a shortcut to setting up a MeshInstance + QuadMesh. |
@Calinou...thank you, for your patience and your kindness. |
Godot version:
3.2.3
OS/device including version:
GTX 1650
Issue description:
I noticed someone else asking this question but with no file example and the conversation stopped at the possibility that there
is a webm colorspace conversation error on the source video's side, so here is a direct comparison
showing the colors working perfectly and as expected in the VideoPlayer component in 2D mode but get totally screwed up useless when handled by Sprite3D.
And also notice the error report when NOT A SINGLE SCRIPT have been typed at all, I didn't even do anything !:
get_node: Node not found: Sprite3D/Viewport.
setup_local_to_scene: ViewportTexture: Path to node is invalid.
webm_bug.zip
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