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Sampler2D repeat_enable not working in Compatibility renderer #81353

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anaanook opened this issue Sep 5, 2023 · 4 comments
Closed

Sampler2D repeat_enable not working in Compatibility renderer #81353

anaanook opened this issue Sep 5, 2023 · 4 comments

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@anaanook
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anaanook commented Sep 5, 2023

Godot version

v4.1.1.stable.official

System information

Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Compatibility) - NVIDIA GeForce GTX 1060 (NVIDIA; 31.0.15.3598) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

Issue description

Texture repeat mode seems to be ignored in Compatibility mode when rendered inside of a SubViewport. Switching to forward+ or mobile fixes the issue.

Here's my shader from the MRP:

shader_type spatial;
uniform sampler2D tex: filter_nearest, repeat_enable;
void fragment() {
    vec2 uv = vec2(UV.x, UV.y);
    ALBEDO  = texture(tex, uv).rgb;
}

Expected:
Godot_v4 1 1-stable_win64_QNrbFYjeej

Result:
Godot_v4 1 1-stable_win64_HiKwdsoh1X

Steps to reproduce

  • Open the attached project
  • Run project

Minimal reproduction project

MRP_Bug.zip

@Chaosus Chaosus added this to the 4.x milestone Sep 6, 2023
@AThousandShips
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Duplicate?

Can you test on 4.2-dev4? Will be in 4.1.2

@jsjtxietian
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I test it with Godot v4.2.dev (f7c48cf) - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce RTX 3060 (NVIDIA; 31.0.15.3619) - 11th Gen Intel(R) Core(TM) i7-11700K @ 3.60GHz (16 Threads)

It worked as expected. But why the system info has Vulkan (Compatibility), I thought the Compatibility rendering method uses OpenGL.

@clayjohn
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clayjohn commented Sep 6, 2023

It worked as expected. But why the system info has Vulkan (Compatibility), I thought the Compatibility rendering method uses OpenGL.

Its a bug in the editor code that prints the information. The bug is fixed in the dev releases

@clayjohn
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clayjohn commented Sep 6, 2023

Duplicate of #79315

Fixed by #79685

@clayjohn clayjohn closed this as completed Sep 6, 2023
@clayjohn clayjohn modified the milestones: 4.x, 4.2 Sep 6, 2023
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