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Fix UV issues in Compatibility renderer #87067
Fix UV issues in Compatibility renderer #87067
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I'd suggest against breaking up the if/else block, it makes sense as it were, just fixing the size in the default case, like so: if (!texture) {
ct->diffuse = texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE);
size_cache = Size2i(1, 1);
} else {
size_cache = Size2i(texture->width, texture->height);
} And remove the rest |
@AThousandShips the problem with that is that the diffuse slot, upon a subsequent iteration, is assigned to a texture (the default white), making it end up in the else statement, which will fall back to the 4x4 size. Thanks for your feedback, I'll fix that! |
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Fixes a bug where CanvasTexture's UVs were off when using the Compatibility mode's renderer. Fixes godotengine#86746
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Looks great!
Thanks! And congrats for your first merged Godot contribution 🎉 |
Fixes a bug where CanvasTexture's UVs were off when using the Compatibility mode's renderer.
Fixes #86746