Fix Sprite3D texture bleed when not wrapping#98122
Fix Sprite3D texture bleed when not wrapping#98122akien-mga merged 1 commit intogodotengine:masterfrom
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Will this be in 4.4.1? |
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This hasn't been merged yet and won't be cherry-picked until after it has been merged, so probaly won't be in 4.4.1 as we are planning to release that pretty soon |
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Hi, What's the status of this PR? The feature is important for my team. I see that it was pushed back to 4.5 and now to 4.6. Is it a manner of positive review, or is something else still needing work? |
kleonc
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What's the status of this PR? The feature is important for my team. I see that it was pushed back to 4.5 and now to 4.6. Is it a manner of positive review, or is something else still needing work?
AFAICT it's awaiting a review from @godotengine/rendering.
But currently it's also outdated / it has conflicts with the current master branch. So would need to be rebased as well.
Seems there's also #90202 which aims to resolve the same issue, but AFAICT this PR is more aligned with what the rendering team wanted the solution to be. Hence I'm leaving my review here.
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You used a merge commit to update your branch, please use rebase in the future instead, see here |
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# Conflicts: # scene/resources/material.cpp
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This should be all cleaned up now |
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LGTM, fixes the issue.
As the rendering team wanted the repeat flag is being enabled/disabled automatically. However, according to my suggestion, it's done in a slightly different manner than originally suggested, as it's based on the final UV region used instead of solely based on the Sprite3D.region (this makes it work e.g. for AtlasTextures). Nevertheless, this should get an approval from the rendering team before merging.
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I am looking to test this in our custom 4.5 build. |
There shouldn't be any problems with merging it into 4.5; the relevant code hasn't changed in a long time. |
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Thanks! |
Fixes #82044.
Texture wrapping is now turned off by default in 2D-in-3D, except for the case where a Sprite3D has a defined region larger than the texture size. According to @clayjohn this was discussed as a good solution in a rendering meeting (#82193 (comment)).