You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Quadrilaterals drawn using CommandPrimitive (RenderingServer.canvas_item_add_primitive(), antialiasing etc.) assign the provided vertex colors incorrectly after #92797 in the RD-renderers. More specifically, the second constructed triangle (top left, bottom right, bottom left in the first image) uses the colors indexed at 0, 1 and 2, when it should use 0, 2 and 3.
Lielay9
changed the title
Vertex colors are assigned incorrectly in quadrilaterals drawn using CanvasItem.draw_primitive
Vertex colors are assigned incorrectly in quadrilaterals drawn using CommandPrimitive
Sep 28, 2024
Tested versions
Master as of writing: v4.4.dev.custom_build [76a1359]
Regression after #92797 (bisected)
System information
Godot v4.4.dev (a657ea4) - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (NVIDIA; 31.0.15.3699) - AMD Ryzen 9 7950X 16-Core Processor (32 Threads)
Issue description
Quadrilaterals drawn using CommandPrimitive (
RenderingServer.canvas_item_add_primitive()
, antialiasing etc.) assign the provided vertex colors incorrectly after #92797 in the RD-renderers. More specifically, the second constructed triangle (top left, bottom right, bottom left in the first image) uses the colors indexed at 0, 1 and 2, when it should use 0, 2 and 3.Incorrect antialiasing of line (drawn with scale 10 to blow out the feather size):
Compatibility for reference:
Steps to reproduce
↕
Minimal reproduction project (MRP)
primitivevertexcolors.zip
The text was updated successfully, but these errors were encountered: