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Can't filter ViewportTexture in GLES3 renderer #76006

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KeyboardDanni opened this issue Apr 13, 2023 · 1 comment · Fixed by #78285
Closed

Can't filter ViewportTexture in GLES3 renderer #76006

KeyboardDanni opened this issue Apr 13, 2023 · 1 comment · Fixed by #78285

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@KeyboardDanni
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Godot version

4.0.2

System information

Windows 11, GLES3, nVidia RTX 3070, driver 528.49

Issue description

When drawing a viewport in Compatibility (GLES3) mode, the filter mode for the CanvasItem doing the drawing is ignored and nearest is always used. This is true regardless of using SubViewportContainer or TextureRect to perform the drawing.

From godotengine/godot-proposals#1467, the culprit appears to be here:

glBlitFramebuffer(0, 0, rt->size.x, rt->size.y, 0, p_screen_rect.size.y, p_screen_rect.size.x, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);

Steps to reproduce

  • Open the minimal reproduction project.
  • Run the project with Compatibility renderer.
  • Viewport texture is not filtered even though it's explicitly set to use Linear.
  • Set renderer to Forward+ or Mobile.
  • Run the project.
  • Viewport texture is filtered.

Minimal reproduction project

ViewportTextureFilterBug.zip

@clayjohn
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Interestingly it appears to work fine in the editor, but not when running the project.

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3 participants