-
-
Notifications
You must be signed in to change notification settings - Fork 21.8k
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
Stop ViewportTexture error spam #37038
base: master
Are you sure you want to change the base?
Conversation
e1f3c13
to
46bd01e
Compare
Travis says I didn't pass a static check. Is there something wrong with the format of my code? My commit? |
Looks like extra whitespace after "call_deferred" |
46bd01e
to
abdc82d
Compare
This commit is based on the PR godotengine#37038.
Would there be an update for this one? I'm having issues when trying to make my own Label3D where the viewport always does this. |
I would recommend testing the pull request and making sure it fixes the issue as described without introducing regressions on its own. Note that this pull request targets |
I've done it last night and patched it myself against 3.4.2, it still doesn't work. The error messages still pops up. CC: @Calinou |
@tengkuizdihar Dang! Could you upload your project so I could debug my pull request? |
@tengkuizdihar Bump 🙂 See Phischerman's comment above. |
Oh my god I'm sorry, it has been a year I have no idea how to replicate this issue anymore |
Probably due to modifications elsewhere, the effect of this commit is not apparent. In #64388, this code is for the case where the node using the There are some differences between opening the scene in the editor and running a scene. |
The viewport path property in ViewportTexture can sometimes be invalid due to the viewport not yet being initialized. This causes an error, but the texture will still work. Thus, texture is now refreshed via call_deffered(), ensuring the viewport is initialized before refreshing the texture.
Fixes #27790