Redot-Engine / redot-engine

Redot Engine – Multi-platform 2D and 3D game engine
https://redotengine.org/
MIT License
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Engine crashes on use a texture without mipmaps #691

Open TheFirstInvoker opened 4 days ago

TheFirstInvoker commented 4 days ago

Tested versions

-Reproducible on Redot 4.4 Beta Release -Not reproducible in previous versions

System information

Windows 10 - Redot 4.4 Beta Release - Compatibility Render - AMD Radeon (TM) R4 Graphics

Issue description

Engine crashes when puts a texture on a spatial material texture slot. This doesn't occurs if the texture have already generated mipmaps on import settings. Engine will keep crashing if you try to re-open the project, unless you delete the image .import file. I must emphasize that I'm running the editor on Compatibility Render, as my old computer doesn't support Vulkan or other render modes.

Steps to reproduce

1- Create a MeshInstance3D node and add it a new mesh. 2- Add a new StandardMaterial3D 3- Add an imported image to the albedo_texture slot.

Minimal reproduction project (MRP)

test.zip

SkogiB commented 4 days ago

Could you do me a favor and attempt this with Godot's 4.4 dev build? We're aware of a LOT of bugs in their 4.4 build that we inherited, virtually all of the bugs people have been reporting. This is why we're working on a 4.3 stable rebrand as well, so these can be mitigated as it really messes up our perception of what our own changes are doing. Appreciate the feedback!

TheFirstInvoker commented 3 days ago

Sure. Tested on Godot 4.4 dev 1, a notification pops up with the following message "Texture detected as used in 3D. Enabling mipmap generation and setting the texture compression mode to VRAM Compressed (S3TC/ETC/BPTC)", however, engine doesn't crash

SkogiB commented 3 days ago

Sure. Tested on Godot 4.4 dev 1, a notification pops up with the following message "Texture detected as used in 3D. Enabling mipmap generation and setting the texture compression mode to VRAM Compressed (S3TC/ETC/BPTC)", however, engine doesn't crash

Gotcha, thank you, we'll take a look at this as soon as we can.

Spartan322 commented 2 days ago

This might have a Godot issue depending on whether a PR solved it before it was reported, I would like to see if this is still found on the master after the merge with Godot's master branch.