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SubViewport scaling not respecting override size for 3D #72548
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CC @Sauermann |
Been experiencing related issues whilst trying to get 3D scaling to work. Is this something which will be fixed by the 4.0 release or will this require more time and be for a later fix release? I don't have anytime to look into this problem myself but if this isn't for the 4.0 release than I may be able to work on this in a couple of weeks when time becomes available again. |
@voylin My suggested approach of how to solve this problem is detailed in godotengine/godot-proposals#6221. Since this is a larger change, it will not make it into 4.0. |
Godot version
v4.0.beta17.official [c400205]
System information
Windows 10, Vulkan, Nvidia 2080 Super
Issue description
When adding a 3D scene to a SubViewport and setting a
Size 2D Override
value withSize 2D Override Stretch
enabled, the SubViewportContainer setting ofStretch
is ignored by 3D unless the setting is changed during runtime. Canvas elements are unaffected and are shown at the correct resolution while 3D elements fit the viewport resolution.If
Stretch
is disabled when running the program and is enabled during runtime, the 3D scene is rendered as expected.Steps to reproduce
Create a 3D scene and add a
SubViewportContainer
and enableStretch
, then add aSubViewport
as a child of the container. Add a mesh instance, a camera, and a canvas element like a label to theSubViewport
. Set theSize 2D Override
to a low resolution and enableSize 2D Override Stretch
. When running the project, the 3D scene should be shown at the viewport resolution while any canvas items are shown at the expected size override resolution.Stop running the scene, disable
Stretch
on theSubViewportContainer
and run the project again. The viewport should fill only a small portion of the window. In the editor, enable theStretch
property and the scene should be rendered as expected.Minimal reproduction project
SubViewportScalingIssue.zip
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