-
-
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
Weird color behavior on 2D GPU particles on opengl #71731
Labels
Milestone
Comments
Gnumaru
changed the title
Weird color ramp behavior on 2D GPU particles on opengl
Weird color behavior on 2D GPU particles on opengl
Jan 28, 2023
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Godot version
4.0.beta16
System information
windows 10, gles 3, nvidia graphics
Issue description
When using colors in the particle material of a particle either through the color, color_ramp or color_initial_ramp properties, if the color saturation (in hsv) is exactly 100, the color "corrupts" and turns into other. If the saturation is lowered to 99 the color does not corrupt anymore. This only happens with gpu particles, when you convert them to cpu particles the colors work fine.
Steps to reproduce
Create a gpu particle with a color ramp, set the fist color to pure red (FF0000) and the last color to pure orange (FF8000)
Or just watch the attached video:
weirdcolorrampbehavior.mp4
Minimal reproduction project
WeirdColorRampBehaviorOnGles3GpuParticles.zip
WorkAround
When using colors with 100 saturation, use 99 instead. The difference is probably not humanly perceptible anyway.
Notes
I noticed this color corruption occurs whenever the HSV saturation is set to 100. if the saturation is lowered to 99 the bug doesn't occur.
A first I thought it was a color ramp problem, but it turns out that just plain colors, without variation, also present this problem.
The text was updated successfully, but these errors were encountered: