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3D Scaling in 4.0-dev not working #856
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The demo should be updated to use the built-in resolution scaling features that are new in 4.0. However, the old approach should still be provided as an alternative – likely as a separate project. This is because the old approach is the only one that works when using the Compatibility (OpenGL) rendering method. It's also currently the only way to use nearest-neighbor filtering instead of bilinear filtering or FSR 1.0 (until godotengine/godot-proposals#4697 is implemented). |
Fixes godotengine#856. The 3d_scaling demo was updated to use the built-in 3D scaling mechanisms in the Forward+ renderer. A new 3d_scaling_compat demo was added to demonstrate the legacy SubViewport-based scaling method for the Compatibility renderer.
Fixes godotengine#856. The 3d_scaling demo was updated to use the built-in 3D scaling mechanisms in the Forward+ renderer. A new 3d_scaling_compat demo was added to demonstrate the legacy SubViewport-based scaling method for the Compatibility renderer.
What are those built-in resolution scaling features in godot 4? I tried the scaling project because I needed to do something similar and faced the same problem |
https://docs.godotengine.org/en/latest/tutorials/3d/resolution_scaling.html |
Fixes godotengine#856. The 3d_scaling demo was updated to use the built-in 3D scaling mechanisms in the Forward+ renderer. A new 3d_scaling_compat demo was added to demonstrate the legacy SubViewport-based scaling method for the Compatibility renderer. Co-authored-by: A Thousand Ships <[email protected]>
Which demo project is affected:
3D scaling in viewport
OS/device including version:
Linux Arch lts
Issue description:
Filtering works, however the scaling does not work at all. I've been trying to fix this demo myself as I need it for some of my personal projects but I can't find what's wrong with it. Is this still a 4.0 bug or is there something I'm missing here? Setting the size of the subviewport does not work and the size 2D override doesn't seem to be doing anything.
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