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Spawn area of GPUParticles2D is drawn wrong when using animated texture #114616

@miv391

Description

@miv391

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.

Image

Steps to reproduce

  1. Add a GPUParticles2D node
  2. Add texture to GPUParticles2D/Texture
  3. Add ParticleProcessMaterial to ParticleProcessMaterial
  4. Set ProcessMaterial's Spawn emission shape to Sphere
  5. Set sphere's radius to something larger than 1, e.g. 30
  6. Add CanvasItemMaterial to CanvasItem/Material
  7. Set CanvasItemMaterial's Particles Animation on
  8. Set CanvasItemMaterial's Particles Anim H Frames to 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

animated-particle-test.zip

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