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2D MSAA breaks rendering.

Open SaracenOne opened this issue 1 year ago • 3 comments

Tested versions

e2c6daf7eff6e0b7e2e8d967e95a9ad56e948231

System information

Godot v4.4.dev (65f3df592) - Windows 10.0.22631 - Single-window, 2 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (NVIDIA; 32.0.15.6094) - AMD Ryzen 9 7950X 16-Core Processor (32 threads)

Issue description

Bisected to e2c6daf7eff6e0b7e2e8d967e95a9ad56e948231 Running a project with any 2D MSAA setting will cause the screen rendering to break as demonstrated in this screenshot godot windows editor dev x86_64_pzu6DHWfXf (2D MSAA 2x) godot windows editor dev x86_64_P15ChHlYvV (2D MSAA 8x)

It can be observed on Forward+ and Mobile renderers, but does not appear to affect the Compatibility renderer.

Steps to reproduce

  • Open a project
  • Set any 2D MSAA render setting in the project settings.
  • Restart the editor

Minimal reproduction project (MRP)

N/A

SaracenOne avatar Oct 04 '24 07:10 SaracenOne

Can confirm the regression on Mac as well, and it presents itself as the 2D elements being semi-transparent. Haven't determined yet where the actual difference shows up however.

DarioSamo avatar Oct 04 '24 13:10 DarioSamo

I've spotted the issue, will make a PR soon.

DarioSamo avatar Oct 04 '24 13:10 DarioSamo

https://github.com/godotengine/godot/pull/97811 fixes the issue for me, could you please confirm if it does for you as well?

DarioSamo avatar Oct 04 '24 13:10 DarioSamo