Godot v4.3.dev6 - macOS 14.4.1 - Vulkan (Mobile) - integrated Apple M1 Max - Apple M1 Max (10 Threads)
Issue description
Camera2D's editor_draw_screen preview does not accurately reflect the screen rectangle when using a non-unity scaling factor for the display/window/stretch/scale project setting.
Editor preview (actual):
Running the scene:
Note how the drawn screen rectangle in the editor contains the entire sprite, whereas running the scene shows that the sprite actually eclipses the screen rectangle.
Expected editor preview, simulated by setting the Camera2D's zoom to the stretch scale:
Steps to reproduce
Add a Camera2D
Under project settings → display → window → stretch, set scale to a value other than 1
Note that the camera is not necessarily affected by the main window. For example, the scene could be instantiated inside another SubViewport or popup window.
Tested versions
System information
Godot v4.3.dev6 - macOS 14.4.1 - Vulkan (Mobile) - integrated Apple M1 Max - Apple M1 Max (10 Threads)
Issue description
Camera2D's
editor_draw_screen
preview does not accurately reflect the screen rectangle when using a non-unity scaling factor for thedisplay/window/stretch/scale
project setting.Editor preview (actual):
Running the scene:
Note how the drawn screen rectangle in the editor contains the entire sprite, whereas running the scene shows that the sprite actually eclipses the screen rectangle.
Expected editor preview, simulated by setting the Camera2D's
zoom
to the stretch scale:Steps to reproduce
scale
to a value other than 1Minimal reproduction project (MRP)
N/A