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Moving MeshInstance to an infinite or NaN coordinate causes this error
E 0:00:02:0077 instance_set_transform: Condition "!v.is_finite()" is true.
<C++ Source> servers/rendering/renderer_scene_cull.cpp:935 @ instance_set_transform()
That's great, but it's difficult to understand what does it mean. It would be better if error message read "Infinite coordinate provided to a mesh" or something like that so developers could more easily understand what happened and what do they need to look for in their code (i.e. divisions by zero)
I think "Invalid transform" is still too vague. It doesn't tell developer what did they do wrong and what they should do to fix it.
Maybe "NaN or Infinity used in transform"?
Ideally it would tell you whether it's Infinity, -Infinity, or NaN, and in which property it is, e.g. "NaN in scale X", though I imagine it would be harder to implement.
Tested versions
System information
Godot v4.3.stable (77dcf97) - Windows 10.0.22631 - GLES3 (Compatibility) - Intel(R) Iris(R) Xe Graphics (Intel Corporation; 32.0.101.5972) - 11th Gen Intel(R) Core(TM) i5-1135G7 @ 2.40GHz (8 Threads)
Issue description
Moving MeshInstance to an infinite or NaN coordinate causes this error
That's great, but it's difficult to understand what does it mean. It would be better if error message read "Infinite coordinate provided to a mesh" or something like that so developers could more easily understand what happened and what do they need to look for in their code (i.e. divisions by zero)
Steps to reproduce
Minimal reproduction project (MRP)
N/A
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