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Windows 10, Nvidia 527.56 RTX3090, gl_compatibility
OpenGL API 3.3.0 NVIDIA 527.56 - Compatibility
Issue description
Assigning a CanvasItemMatrial with blend_mode = BLEND_MODE_SUB in opengl causes the entire editor to turn black and break, even if later unassigned.
In case it matters, I'm using Single Window Mode in the editor.
Steps to reproduce
Open the attached Project. Make sure it is using Compatibility on the top right.
On the root "Level" node, click the Use Standard checkbox which runs the tool script (it actually sets a CanvasItemMaterial, not standard. the checkbox was badly named). The editor turns black.
Without moving the mouse, click again to toggle this material off and return to a ShaderMaterial. The editor is still black / broken.
Press Ctrl-S to save the scene so you aren't bombarded with an invisible save dialog.
Close the editor.
If you edit the script and try other blend_mode values, this issue does not happen.
The text was updated successfully, but these errors were encountered:
lyuma
changed the title
Using CanvasItemMaterial with BLEND_MODE_SUB makes the editor disappear.
opengl: Using CanvasItemMaterial with BLEND_MODE_SUB makes the editor disappear.
Feb 8, 2023
Godot version
4.0rc1 gl_compatibility only.
System information
Windows 10, Nvidia 527.56 RTX3090, gl_compatibility
OpenGL API 3.3.0 NVIDIA 527.56 - Compatibility
Issue description
Assigning a
CanvasItemMatrial
withblend_mode = BLEND_MODE_SUB
in opengl causes the entire editor to turn black and break, even if later unassigned.In case it matters, I'm using Single Window Mode in the editor.
Steps to reproduce
Use Standard
checkbox which runs the tool script (it actually sets a CanvasItemMaterial, not standard. the checkbox was badly named). The editor turns black.If you edit the script and try other blend_mode values, this issue does not happen.
Minimal reproduction project
black_screen_test.zip
The text was updated successfully, but these errors were encountered: