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Glow not supported warning on opening Compatibility project with no glow #85375

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lostminds opened this issue Nov 26, 2023 · 5 comments
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@lostminds
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Godot version

4.2.rc2

System information

macOS 14.1

Issue description

If you create a new Mobile renderer project and then change the project to Compatibility renderer you get a warning when loading the project in the editor:

servers/rendering/storage/environment_storage.cpp:387 - Glow is not supported when using the GL Compatibility backend yet. Support will be added in a future release. (User)

Even if you don't have any environments using glow in the project and only view 2d UI scenes. This only happens if you create the project as non-compatibility, so I'm guessing it's then adding some default environment somewhere with glow enabled that is generating this warning when loaded, even if this is not used in the game or any scenes.
Maybe it's the editor preview environment that is loaded with glow enabled?

Steps to reproduce

  • Create a new Mobile renderer project
  • Change it to Compatibility renderer
  • Open the project and get the warning above, even though no glow is used in project

Minimal reproduction project

NoGlow.zip

@AThousandShips
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Is the glow option enabled in the environment settings in the 3D editor? It defaults to enabled when non-compatibility and is saved, so it is likely the cause of this

@lostminds
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Is the glow option enabled in the environment settings in the 3D editor?

Yes, this seems like the cause. However, the project doesn't have any 3d scenes, so I've not used the 3d editor. Despite this it seems that for each scene loaded this default 3d editor environment is loaded, even though they are not 3d scenes and the 3d editor is not open. I can open the 3d editor for a scene and open the settings for the environment and toggle off glow and save to toggle it off for this scene, which removed the warning if I open only that scene. But that doesn't seem to affect other scenes, so opening any other scene will get the warning again. The change doesn't seem to be saved in the scene file as I don't see any change in the file for this preview environment change, so I'm guessing the override for this scene and what defaults to use are saved somewhere else?

@Calinou
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Calinou commented Nov 27, 2023

I can confirm this on 4.2.rc2.

The easy way to resolve this for 2D projects is to disable glow when using the Compatibility rendering method in the preview environment, and enable it if you create a WorldEnvironment node from the preview environment. This means the warning will appear in this case, but it ensures the resulting Environment resource is the same as when using Forward+/Mobile. If we decide that resource parity isn't that important in this case, we can decide to leave it disabled in the generated Environment resource. This would lead to an inconsistency for projects that switch rendering methods later on though.

@geekley
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geekley commented Jan 10, 2024

There should be a way to edit the default preview environment used in the editor for every new scene. It would solve this and other problems. I hate the brown ground. I want it to set the editor preview env. to something more neutral, like black ground and white sky. And I don't want to set a runtime default environment in the project, but having to change it for every scene is a bit inconvenient.

@Calinou
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Calinou commented Feb 24, 2024

Glow was implemented in the Compatibility rendering method by #87360, so this warning is no longer printed. Closing.

@Calinou Calinou closed this as completed Feb 24, 2024
@AThousandShips AThousandShips added this to the 4.3 milestone Feb 24, 2024
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