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Closed as duplicate of#111677
Closed as duplicate of#111677
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Description
Tested versions
Reproducible in
System information
Godot v4.6.beta2 - Windows 11 (build 26200) - Multi-window, 1 monitor - Direct3D 12 (Forward+) - dedicated AMD Radeon RX 9060 XT (Advanced Micro Devices, Inc.; 32.0.22029.9039) - AMD Ryzen 7 9700X 8-Core Processor (16 threads) - 31.15 GiB memory
Issue description
When animated texture is used with GPUParticles2D, the spawn area is drawn wrong. It seems that the drawn area is scaled using the CanvasItemMaterial's H/V frame count. The MRP uses sphere spawn shape, but the other shapes have the same problem.
It seems that the particles are spawn as they should, using the correct spawn area size. Only the visual representation is bugging.
Steps to reproduce
- Add a
GPUParticles2Dnode - Add texture to
GPUParticles2D/Texture - Add
ParticleProcessMaterialtoParticleProcessMaterial - Set
ProcessMaterial'sSpawn emission shapeto Sphere - Set sphere's radius to something larger than 1, e.g. 30
- Add
CanvasItemMaterialtoCanvasItem/Material - Set
CanvasItemMaterial'sParticles Animationon - Set
CanvasItemMaterial'sParticles Anim H Framesto 3 (larger than 1)
-> BUG: The spawn area drawn changes from circle to ellipse
Minimal reproduction project (MRP)
MRP is for 4.6 beta 2