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Texture Repeat sometimes ignored on Compatibility renderer #79315

@LRFLEW

Description

@LRFLEW

Godot version

4.1.stable

System information

Windows 10 22H2 - GLES3

Issue description

On occasion, the Compatibility renderer seems to ignore the Repeat option on a material and act as if it is disabled even when its enabled. It doesn't seem entirely consistent, and only seems to trigger when a scene is being (re)loaded. I haven't narrowed down what the trigger for this issue is, though.

Steps to reproduce

This issue is pretty easy to trigger in the editor. Using a simple scene with just a Camera3D and MeshInstance3D, the latter using a QuadMesh. Add a texture as a material on the mesh, and on that material, set UV1 -> Scale to something above 1 (I used 4) and ensure Sampling -> Repeat is enabled. Save the scene, close it, and re-open it to trigger the bug.

2023-07-11.02-01-07.mp4

Minimal reproduction project

RepTest.zip

I've also experienced this issue in-game, but I was unable to make a minimum reproduction of it. If you want to see that, here's the project I experienced the issue on (a slightly modified version of my GMTK Jam entry with the workaround removed). To reproduce the issue, click the Play button, pause with P or ESC, and click the Menu button. You know the bug has triggered when the platform below the car becomes a solid color (the corner of the mesh with the texture is off-screen).

2023-07-11.02-13-58.mp4

Testing.zip

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