godot
godot copied to clipboard
TextureRect with Tile mode does not work with AtlasTexture
Godot version:
Godot 2 and 3
OS/device including version:
Windows 10 x64
Issue description:
TextureRect (and TextureFrame in Godot 2) with Tile
mode does not work with AtlasTexture.
I tried with both GLES2 and GLES3.
I also tried to search existing issues but I only found this one #5660, is this related?
Steps to reproduce:
Minimal reproduction project:
Note: All STRETCH_*
modes work with the AtlasTexture except the STRETCH_TILE
.
I'm adding here a minimal reproduction project because it's not working with draw_texture_rect( Texture texture, Rect2 rect, bool tile)
too.
[2020] I currently needed this for a project i'm working on for the RaspberryPi 4, and I can confirm this still doesn't work under Godot 3.2.stable and beyond.
This would be quite useful when using both internal (Import/TextureAtlas) and external (TexturePacker / FreeTexturePacker) texture packing solutions for optimization purposes aimed at low-end, mobile, SoC & IoT devices and when you're not necessarily using tilemap nodes / tileset resources in your workflow.
https://github.com/godotengine/godot/issues/38021 may be a duplicate of this one. I hit it too.
Still an issue in Godot 4b7
Any updates on this?
I believe I also hit this issue in 4.1.1 still. Added an AtlasTexture to a TextureRect and see Tile
for Strech Mode behaving the same as Scale
.
This also presents in 4.1.2. Control nodes just really hate Sprite Sheet for some reason.
Still an issue as far as I can tell in 4.2.
When using control nodes, is there a workaround for tiling? Pixel art UI looks pretty awful stretched lol. I suppose I could cut out all of my textures that I want to tile into individual pngs
Confirming it's still present in 4.2.2.
still an issue in 4.3.rc1 :(