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Changing the shading mode doesn't update the material visually until you reload the scene [v4.3.beta1] #93275

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ginqus opened this issue Jun 17, 2024 · 5 comments

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@ginqus
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ginqus commented Jun 17, 2024

Tested versions

Reproducible only in v4.3.beta1. Versions v4.3.dev6 and below are working as intended. Doesn't matter which renderer is used, the issue is present in Forward+, Mobile and Compatibility.

System information

Godot v4.3.beta1 - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce GTX 1050 Ti (NVIDIA; 32.0.15.5599) - 12th Gen Intel(R) Core(TM) i3-12100F (8 Threads)

Issue description

When you change the Shading mode of a 3DMeshInstance that has been created in previous versions of the engine (v4.3.dev6 and below) the material doesn't update visually in the editor until you restart the scene. Works fine if you run the game.

After setting the Shading mode to Unshaded:

image
Upon closely inspecting the foregoing illustration, one can allege that the material is not, in fact, "Unshaded", contrary to shading_mode's assertions

After reloading the scene:

image
Reloading fixes the issue

Works fine if you create the 3DMeshInstance in v4.3.beta1 instead of older versions.

Steps to reproduce

  1. Create a 3DMeshInstance in Godot v4.3.dev6 or below
  2. Load the scene in Godot v4.3.beta1
  3. Change the shading_mode of the material
  4. Congratulations, nothing is changed visually until you run the game or restart the scene/project

Minimal reproduction project (MRP)

mrp-1-testing.zip

  1. Select the MeshInstance3D in the scene tree
    image
  2. Click on the Mesh in the inspector
    image
  3. Click on the Material
    image
  4. Play with Shading mode options
    image
  5. Observe the material not visually changing until the scene is restarted
@ginqus
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ginqus commented Jun 17, 2024

2024-06-1722-22-51-ezgif.com-crop-video.mp4

@BlueCube3310
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This should be fixed by #93127

@clayjohn
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clayjohn commented Jun 17, 2024

This should be fixed by #93127

I was just about to post the same thing. lol

I can reproduce this issue in Beta 1 but not in latest master and I suspect that #93127 fixed this issue already

@clayjohn
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Okay, I've tested and can confirm that this issue was fixed by #93127

@ginqus
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ginqus commented Jun 18, 2024

Oh, sorry, yeah I should've tested the latest master as well. Slipped my mind, apologies. Thanks for the help!

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