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This happens both in GLES2 and GLES3-Mode. Seems to be a driver issue.
Steps to reproduce:
Open a new project, in the Scene tab, add a Control-Node and add a TextureButton as a child of Control-Node. In the Inspector-tab, choose the "Textures"-dropdown menu, choose "Normal", and add a "New Image-Texture". Then, you can see a option called "Image", which is empty. If pressed, you can choose to add a image by pressing "New Image".
As suggested by @volzhs the proper workflow is to assign an existing image file, either by drag & drop, or by selecting "Load" instead of "New ImageTexture" in the dropdown menu.
The current ux is not really beginner-friendly though so here's a possible improvement:
It would be nice to message the user when assigning an empty texture or image (probably using configuration warning) instead of errors in the renderer.
pouleyKetchoupp
changed the title
TextureButton doesn't let me add an image
Errors in renderer when assigning an empty image to TextureButton
Aug 9, 2020
Godot version: 3.2.2
OS/device including version:
Issue description:
If i press the highlighted [leer] (which means "empty"), I chose "New Image" on the dropdown-menu, and these errors appear in the output-tab:
GLES2: drivers/gles2/rasterizer_storage_gles2.cpp:810 - Condition "texture->data_size == 0 && !texture->render_target" is true. Returned: Ref()
GLES3: drivers/gles3/rasterizer_storage_gles3.cpp:1101 - Condition "texture->data_size == 0 && !texture->render_target" is true. Returned: Ref()
This happens both in GLES2 and GLES3-Mode. Seems to be a driver issue.
Steps to reproduce:
Open a new project, in the Scene tab, add a Control-Node and add a TextureButton as a child of Control-Node. In the Inspector-tab, choose the "Textures"-dropdown menu, choose "Normal", and add a "New Image-Texture". Then, you can see a option called "Image", which is empty. If pressed, you can choose to add a image by pressing "New Image".
Minimal reproduction project:
TextureButtonIssue.zip
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