Add missing mipmaps to RB_TEX_BACK_COLOR#112932
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Repiteo merged 1 commit intogodotengine:masterfrom Nov 20, 2025
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fixed code style. |
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Thanks! Congratulations on your first merged contribution! 🎉 |
RB_TEX_BACK_COLOR
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Cherry-picked for 4.5.2. |
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Fixes #112885
When FSR2 is enabled it hits the code path where the blur texture is not reused, and
RB_TEX_BACK_COLORis created and used instead. It was created without mipmaps causingtextureLod()to not work as expected onscreen_texture.This has a small vram penalty. If the penalty for projects not using any blur is too big then introducing a flag like
scene_state.used_screen_texture_mipmappedto decide whether mipmaps are needed might be worthwhile.