-
-
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
TextureAtlas region not working in Albeto StandardMaterial3D, and pixel values of texture are broken #95823
Comments
This is a limitation that is undocumented, |
Thank you for reporting, this is a missing feature and the proposal is tracked here: Consolidating there |
Set the compression mode for the source image to Lossless in the Import dock. |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Tested versions
v4.2.2.stable.fedora [15073af]
System information
Godot v4.2.2.stable (15073af) - Fedora Linux 40 (Workstation Edition) - Wayland - GLES3 (Compatibility) - AMD Radeon Graphics (radeonsi, renoir, LLVM 18.1.6, DRM 3.57, 6.10.4-200.fc40.x86_64) () - AMD Ryzen 5 7530U with Radeon Graphics (12 Threads)
Issue description
The texture atlas doesn't work as albeto texture map neither set programatically through script nor through gui. Also, the pixels of my pixel art are completely mis-colored. I got my pixel art sprite sheet from https://piskelapp.com, exported as atlas png.
Steps to reproduce
Minimal reproduction project (MRP)
MRP-atlastexture.zip
The text was updated successfully, but these errors were encountered: