-
-
Notifications
You must be signed in to change notification settings - Fork 21k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Creating Detail Albedo texture in GDScript causes infinite textures being created. #56004
Comments
I think this is actually a side-effect of remote inspector, I have seen this in the past. It is trying to access You can also see some of that in godot/servers/rendering/renderer_rd/renderer_storage_rd.cpp Lines 1032 to 1040 in ed395c6
Then in all the other cases, it gets the data probably from the graphics card or whatever cache if any, but because it gets it as raw bytes, it has to wrap it inside an godot/servers/rendering/renderer_rd/renderer_storage_rd.cpp Lines 1041 to 1044 in ed395c6
Which explains why you may get a different instance of an Image object each time.
|
Thank you for checking it out. |
I'm not sure it is even a bug, it looks like it works as intended, as confusing as it looks. I wonder why it shows there in the first place. Some other slightly related stuff from the past: |
Godot version
v3.4-stable
System information
Manjaro Linux, GLES3, NVIDIA Geforce GTX 1060 495.44
Issue description
In my script I create a detail texture in the
_ready
function for bullet holes. It works flawlessly but I noticed the object id of the image object increase steadily. So this might be a memory leak, or needless swapping of textures in the engine.Steps to reproduce
Detail Albedo
.Image
increase.Minimal reproduction project
BugReport.zip
The text was updated successfully, but these errors were encountered: