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LargeTexture doesn't work when passed as uniform to a fragment shader #34552

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MightyPrinny opened this issue Dec 23, 2019 · 3 comments · Fixed by #48269
Closed

LargeTexture doesn't work when passed as uniform to a fragment shader #34552

MightyPrinny opened this issue Dec 23, 2019 · 3 comments · Fixed by #48269

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@MightyPrinny
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MightyPrinny commented Dec 23, 2019

Godot version:
3.2 beta 4

OS/device including version:
MXLinux19 64 bits

Issue description:
Large textures don't work when used from a shader using texture(sampler2D tex,vec2 uv) and get_data returns null.

Steps to reproduce:
Make a large texture and use it on a shader.(tested using GLES2)

Minimal reproduction project:
LargeTextureTest.zip

@MightyPrinny MightyPrinny changed the title LargeTexture doesn't work when passed as uniform for fragment shader LargeTexture doesn't work when passed as uniform to a fragment shader Dec 23, 2019
@clayjohn
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Can you post about your GPU? Older GPUs just don't support textures of a certain size.

@MightyPrinny
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MightyPrinny commented Dec 23, 2019

does it work for you? It works if I just use TEXTURE instead of a uniform and the texture is small, LargeTexture is just the name of the resource class.

@KoBeWi
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KoBeWi commented Nov 11, 2020

Still valid in 3.2.3

I tried the project in a6d4484 and the texture appears empty. Not sure how to create a new one to test (in case it's an incompatibility).

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4 participants