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Hm, you could maybe use GDScript to work around it: add a normal method to your C++ class, and then attach a GDScript to it that implements _render_callback to call that method?
Or, alternatively, you could take the Godot 4.3 source and just apply the changes from PR godotengine/godot#99981 and re-compile Godot, so you'd have a custom version with that bug fixed?
Godot version
v4.3.stable.official [77dcf97d8]
godot-cpp version
4.3.stable
System information
Operating System: EndeavourOS KDE Plasma Version: 6.2.1 KDE Frameworks Version: 6.7.0 Qt Version: 6.8.0 Kernel Version: 6.11.4-arch1-1 (64-bit) Graphics Platform: X11 Processors: 12 × Intel® Core™ i7-10750H CPU @ 2.60GHz Memory: 15.4 GiB of RAM Graphics Processor: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 Manufacturer: ASUSTeK COMPUTER INC. Product Name: ROG Zephyrus M15 GU502LU_GU502LU System Version: 1.0
Issue description
When dealing with the CompositerEffect resource, the function
_render_callback
, which should run every frame, doesn't run at all.Steps to reproduce
_render_callback
function in GDExtension is not working correctly.Minimal reproduction project
https://drive.google.com/file/d/1upEw41XvzIDORykg_GxgHs2nBk1jDFLt/view?usp=sharing
Github wouldn't let me upload the .zip directly.
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