Open pbaja opened 1 year ago
Using the workaround listed under Update here causes an issue where exported projects crash on load with an error saying that the resource hasn't been imported. This can be fixed by setting Compress:Mode to VRAM Uncompressed. Texture2DArray Test Project.zip
As of v4.0.2.stable.official [7a0977ce2]
, I am not experiencing crashes or errors regardless of compression settings. However, the moment I change a resource's import settings to Texture2DArray
and reimport (as well as confirm the need to save and reload the editor), the file is no longer visible in its folder and the folder itself now shows the import settings. Oddly, the folder's import settings also show the resource's file name.
I wanted to come back and mention that I do not see the behavior I posted about above when I run v4.1.dev.custom_build [c8a13c2c8]
from source. The file is again visible in its folder as expected. So this appears to be fixed in the latest code on master
.
Godot version
v4.0.beta17.mono.official [c40020513]
System information
Windows 11, Vulkan, Forward+, RTX 3060 Laptop
Issue description
After trying to import the texture as an array, I get the following errors in the console:
servers/rendering/renderer_rd/storage_rd/texture_storage.cpp:808 - Condition "p_layers[i]->get_format() != valid_format" is true.
Attempting to use an uninitialized RID
servers/rendering/renderer_rd/storage_rd/texture_storage.cpp:1306 - Condition "!tex" is true.
Attempting to use an uninitialized RID
Trying to preview textures in the inspector repeats the error:
Attempting to use an uninitialized RID
What I have tried
Steps to reproduce
Update
After changing
Compress:Mode
toVRAM Compressed
(It was set toLossless
), checkingHigh quality
, and restarting the editor (only reimport did not fix it) it imported the textures correctly!