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OpenGL: Changing Scaling 3D Scale away from 1.0 breaks tonemapping #102860

@RobertBColton

Description

@RobertBColton

Tested versions

Reproducible in 4.3dev

System information

Godot v4.3.stable - Windows 10.0.26100 - GLES3 (Compatibility) - NVIDIA GeForce RTX 4050 Laptop GPU (NVIDIA; 32.0.15.6119) - Intel(R) Core(TM) Ultra 7 155H (22 Threads)

Issue description

Making a game with large outdoor scenes from birds eye view. I am trying to use compatibility rendering so there's low system requirements and I am finding conflicts with 3D settings. I have an environment in the main scene which clears the background to a custom color and uses Filmic Tonemapping. It seems that whenever I change scaling_3d_scale in my game's options panel the entire scene will permanently dim, until I reset the 3d scale back to its default 1.0 value at runtime. It doesn't occur with linear tonemapping in the environment's settings.

3d scale 1.0 3d scale 4.0
3d Scale 1.0 3d Scale 4.0

Steps to reproduce

To reproduce what the example scene I uploaded:

  1. Create a test scene
  2. Add an environment that uses custom clear for the background
  3. Add a toggle button that when toggled sets the scaling_3d_scale to 4.0
  4. Press the toggle button and observe that changing the 3d scale causes the entire scene and background to dim
  5. Press again to set back the 3d scale and observe that its fixed.

Minimal reproduction project (MRP)

Here's a self-contained test scene I've prepared based on above repro steps:
3d_scale_tonemapping_scene.zip

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