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Mipmap generation breaks at very low resolutions #56066
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This also breaks glow rendering at low viewport sizes: #51679 (comment) Does this occur with textures that use Lossless compression (instead of VRAM Compressed)? If this only occurs with VRAM-compressed textures, this may be related to #49981. You can change a texture's compression mode in the Import dock after selecting it in the FileSystem dock. |
This issue does occur when textureless objects are in the scene, so it does not appear to be related |
I think I have the same issue when generating mipmaps on NoiseTexture3D. Godot requests more images than it is possible with pixel size. Good example would be setting texture size to 1x1x2, which results in an error: This issue is a huge roadblock (straight up impossible to create planned feature set) in implementing NoiseTexture3D resource. |
In the meantime, you could probably disable mipmap generation if one of the dimensions is below a specific size. |
I don't think that's a good idea, it would be better to just wait for fix or add mipmap generation later, or I could clamp depth to width but that would be sketchy anyway. Clamping depth to width seems like the best option tbh, it would work well with fog as that's the main use case for it. |
Godot version
4.0.dev
System information
Windows 10, GTX 1070, 496.49, Vulkan
Issue description
While implementing FSR for the upcoming 4.0 release, a bug was discovered where if the render target was at very low resolutions, mipmap generation would fail because it would request more mipmaps then allowed.
Steps to reproduce
In any project, enable FSR and set the quality to as low as it goes
Minimal reproduction project
No response
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