Using The Viewport Stretch Mode And Resizing The Window ... - GitHub

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Additional navigation options Using the viewport stretch mode and resizing the window (or using "shrink" value other than 1) results in black screen if MSAA is forced on in NVIDIA or AMD settings #18320New issueNew issueOpen#106267OpenUsing the viewport stretch mode and resizing the window (or using "shrink" value other than 1) results in black screen if MSAA is forced on in NVIDIA or AMD settings#18320#106267Labelsbugconfirmedtopic:renderingtopic:thirdpartyMilestone3.7@Calinou

Description

@CalinouCalinouopened on Apr 20, 2018

Godot version: Git 7d6f210

OS/device including version: Fedora 27, NVIDIA 390.48

Issue description: When the window scaling mode is set to 2d or viewport, setting the display/window/stretch/shrink project setting to a value other than 1 will cause the running project's rendering to break (it will appear to be frozen at the splash screen). If the window is resized by the user, it will turn into a black screen. No errors can be seen in the Debugger dock of the editor.

This also occurs when using the viewport stretch mode after resizing the window, even if display/window/stretch/shrink is set to 1.

Steps to reproduce: After making sure the window scaling mode is set to 2d or viewport, set display/window/stretch/shrink to a value other than 1 in the Project Settings then run the project.

Minimal reproduction project: Resize the window diagonally after starting the project.

  • 4.x: shrink_bug4.zip
  • 3.x: shrink_bug3.zip

Update: I can still reproduce this as of 6110bde (Fedora 30, NVIDIA 418.74). When the bug occurs, this appears in the console when Godot is started with --verbose:

ERROR: _gl_debug_print: GL ERROR: Source: OpenGL Type: Error ID: 1282 Severity: High Message: GL_INVALID_OPERATION error generated. Source and destination dimensions must be identical with the current filtering modes. At: drivers/gles3/rasterizer_gles3.cpp:123. 👍React with 👍1

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