Clay John

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May have been fixed by https://github.com/godotengine/godot/pull/72838

> In the upcoming days I'll try to reproduce it on linux, on older branches (corresponding to WebKit 605/604 the Safari uses) and if I succeed it will mean that...

Related: https://github.com/godotengine/godot/issues/62881 and https://github.com/godotengine/godot/issues/65987

I can't reproduce the issue on an intel integrated GPU with PopOS 22.04 and running current master f692b476869c14023b342c12efc21cb5cd6002b7 The result looks fine: ![Screenshot from 2022-12-08 12-13-37](https://user-images.githubusercontent.com/16521339/206558578-4608f782-bec0-461b-b3e3-a288bc0ce8b3.png)

@Lippanon ![Screenshot from 2022-12-08 12-25-03](https://user-images.githubusercontent.com/16521339/206560391-82bf2885-ccfe-4da3-830d-b7251e1b37b7.png)

It could be an issue from using sin in the hash function see e.g. https://www.shadertoy.com/view/4djSRW

@Lippanon Can you test the same shader in shadertoy to see if you get the issue there as well? here is the code converted to shadertoy: ``` float hash12(vec2 p)...

Just to update everyone on this issue. This is an NVidia Vulkan driver bug. I'm glad to here users have found a workaround, because there isn't really anything we can...

> @Calinou should this be solved (even when using `move_and_slide`) when setting both the snap options? IMO the snap options should eliminate this artifact entirely.