Open luiscesjr opened 3 months ago
To add here, without having to edit once again my first post:
I fixed the final issues, I had more tilemaps added to the tileset, so the other textures had to be also changed to lossless. Now I have no more lines, but this takes me to another question as to those lines being present in the Vram compressed texture is still considered a bug or is it expected?
Because in my case, this is with the lossless memory usage:
And here Vram Compressed with bugs:
And this in a tiny scene, with very few tiles. It's necessary to have Vram comrpession in my opnion, even more in my case exporting to android. So I'm hoping it's a bug =D
See #83423 Padding requires image modifications, which is not possible when the image is compressed.
See #83423 Padding requires image modifications, which is not possible when the image is compressed.
Ok, I understand this, thanks for the clarification.
But I don't really need it, the main problem here is that when using compressed textures, the rendering flickers even when setting the filter to nearest. And using uncompressed textures and having a 2D game rocket the video memory usage is not sustainable.
Maybe there is a workaround I'm not familiar with? Maybe I have to modify somehow my textures to work with this?
Tested versions
System information
Windows 11 - Godot 4.2.1 - Vulkan Mobile renderer (Same happens in forward +)
Issue description
First of all, the Tilemaps I add to my tileset always become transparent. To fix this issue I have to disable "Use Texture Padding" as seen here:
And here with the option checked:
Now, after this "quick fix", when play testing I have many lines between the tiles on screen, as shown here:
What I tried to fix this:
Import all textures as Vram compressed and high quality enabled
Now what half fix it:
Reimport the texture as lossless and set to generate mipmaps. The problem is, apart from not being ideal for a mobile game, while Texture padding now works, I still have few lines in some tiles like here:
Unfortunately I cannot share my tileset since it's a paid asset with licensing, but I'll do my best to add more to this discussion.
Edit:
Now I've noticed that after setting back to Vram compressed I get an error in the editor "Cannot blit_rect in compressed or custom image formats." Which is the culprit of not being able to use a VRAM compressed image and texture padding. Still that brings the line bugs from above.
Steps to reproduce
Import a vram compressed texture in a tileset.
Minimal reproduction project (MRP)
Can't share I'm afraid.