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Always use RenderSceneBuffers to manage backbuffer in Compatibility 3D#111240

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Repiteo merged 1 commit into
godotengine:masterfrom
Kaleb-Reid:compat-fix-backbuffer
Oct 6, 2025
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Always use RenderSceneBuffers to manage backbuffer in Compatibility 3D#111240
Repiteo merged 1 commit into
godotengine:masterfrom
Kaleb-Reid:compat-fix-backbuffer

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@Kaleb-Reid

@Kaleb-Reid Kaleb-Reid commented Oct 4, 2025

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Implements the suggested changes in #111229 (comment).

This is the only place where this function is used, and it causes headaches by sharing backbuffer states between 3D and 2D.

Should be merged after #111234 to avoid a persistent warning spam / broken backbuffer (depends on device?).

Fixes #97728

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Looks great to me!

Definitely seeing the code now this change makes a lot of sense. It is way safer and less complicated. So its a total win-win situation

@Repiteo Repiteo merged commit 660bf91 into godotengine:master Oct 6, 2025
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Repiteo commented Oct 6, 2025

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Thanks!

@Kaleb-Reid Kaleb-Reid deleted the compat-fix-backbuffer branch October 6, 2025 20:22
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When changing screen resolution, having a shader that use 'hint_depth_texture' will cause all shader that use 'hint_screen_texture' to turn black

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