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Finish implementing Canvas Background mode #68805
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Thanks! |
Hey there, I run into this issue while I tried the v4.0.beta4.official.e6751549c (Vulkan API 1.1.216) on my MacBook M1 Pro (OS: Monterey v12.6). I try to use the env-node in a 2D mobile project and there it causes still the same behavior like its mentioned in the other issue reports (overlaying editor-UI/scene canvas with a grey color as soon as the background mode is switched to canvas). Is this only fixed for 3D or not mobile? |
@pingvoid This was merged 6 days ago, while 4.0-beta4 was released 20 days ago, so it's expected that you would still have the bug in the old version. This fix will be in 4.0-beta6 which will be released later today. |
Thank you for your fast response and sorry that I missed this info somehow. ;) |
@besh81 What renderer are you using? |
The above screenshots are with Forward+ but I have the same result with mobile or gl_compatibility Also tested on a different machine same result: Am I doing something wrong ?? |
You are seeing the effects of the thing I thought I fixed in point 3. I must have missed a condition where the render target needs an additional clear |
I understand. Do you think it will be possible to show the canvas in the 3d editor? Maybe with a flag to enable/disable it |
setting |
Editor becomes unusable for me under similar circunstances, not quite sure if a separate bug report is needed. The workaround suggested (background_canvas_max_layer = 1) does not fix the behavior I have experienced. Version: v4.0.beta11.official [91713ce]
For me it only happens at the Forward+ Renderer, Mobile and Compatibility are working as expected. How to Reproduce:
Minimal reproduce project. |
@vxSpctr please open a bug report if you are experiencing a new issue. This pull request has already been merged so your comment will get lost and forgotten about. |
In beta9 the suggested work around solve the problem (at least for me) but even better in beta11 everything works as expected without any work around. |
Fixes: #52467
Fixes: #67633
It looks like CANVAS_BG wasn't fully implemented. In order to work properly it needed a few extra things:
render_empty_scene
we needed to pass the environment to the renderer