Closed Calinou closed 1 year ago
Really cool demo! On Windows 10, it hangs a bit for me on load when starting the run in editor in Godot 4.0.2. It also outputs this:
ERROR: Viewport Texture must be set to use it.
at: (scene/main/viewport.cpp:116)
ERROR: Viewport Texture must be set to use it.
at: (scene/main/viewport.cpp:111)
ERROR: Node not found: "Testers/ShaderPlasma/SubViewport" (relative to "WorldEnvironment").
at: (scene/main/node.cpp:1364)
ERROR: ViewportTexture: Path to node is invalid.
at: (scene/main/viewport.cpp:76)
ERROR: Viewport Texture must be set to use it.
at: (scene/main/viewport.cpp:116)
ERROR: Viewport Texture must be set to use it.
at: (scene/main/viewport.cpp:111)
Then it works correctly. On exit, it spams more errors, not sure these are important though?
There should be a loading screen appearing on Linux at least, not sure why it doesn't appear on Windows. Can you try changing loading.gd
to make it appear for a few more frames?
I have some warnings:
[Ignore]Line 15 (INTEGER_DIVISION):Integer division, decimal part will be discarded. [Ignore] Line 20 (INTEGER_DIVISION):Integer division, decimal part will be discarded. [Ignore]Line 20 (INTEGER_DIVISION):Integer division, decimal part will be discarded. [Ignore]Line 22 (INTEGER_DIVISION):Integer division, decimal part will be discarded. [Ignore]Line 22 (INTEGER_DIVISION):Integer division, decimal part will be discarded.
and errors too:
E 0:00:06:0563 loading.gd:13 @ _ready(): Viewport Texture must be set to use it. <C++ Source> scene/main/viewport.cpp:116 @ get_height()
loading.gd:13 @ _ready() E 0:00:06:0565 loading.gd:13 @ _ready(): Viewport Texture must be set to use it. scene/main/viewport.cpp:106 @ get_width() loading.gd:13 @ _ready()
and pretty much the same flow of "errors" on exit in console.
I have the loading screen displayed for a few seconds (~ 5-10s).
Godot v4.1.dev2.official [668cf3c66], Windows 7 64b, GeForce 780M GTX
and errors too:
You can ignore those errors; they're a well-known engine issue.
pixel_art.tres is 2.37 MB, looks like there's an image embedded in it.
pixel_art.tres is 2.37 MB, looks like there's an image embedded in it.
Good catch, fixed :slightly_smiling_face:
This should allow the scene to load a bit faster.
Good catch, fixed slightly_smiling_face
It's only down to 1.21 MB now, the normal texture is still there.
It's only down to 1.21 MB now, the normal texture is still there.
Fixed.
This demo includes procedurally generated materials with 3 different techniques:
NoiseTexture2D: Built-in class that generates images on the CPU based on noise patterns (such as Simplex or Cellular). This is suited for static textures only. Texture generation is done asynchronously and is faster than using scripting, since the noise algorithms are implemented in C++ in the engine.
Scripting: Uses the Image class to procedurally generate an ImageTexture on the CPU. This is suited for static textures only. This approach is more flexible than NoiseTexture2D, but is slower to generate textures. Once the texture is generated, rendering performance is identical to NoiseTexture2D.
Shaders: Uses a 2D shader on a ColorRect node that matches a Viewport's size with the resulting ViewportTexture applied to a material. This is updated on the GPU in real-time, and is most suited for animated textures. This approach can also be used for static textures, with a lower performance overhead since the texture doesn't need to be updated every frame.
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