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heightmap painting only works partially if there is a compositor effect #595

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nan0m opened this issue Jan 18, 2025 · 7 comments · Fixed by #600
Closed

heightmap painting only works partially if there is a compositor effect #595

nan0m opened this issue Jan 18, 2025 · 7 comments · Fixed by #600

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@nan0m
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nan0m commented Jan 18, 2025

Terrain3D version

v0.9.3a

System information

Godot v4.3.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 Laptop GPU (NVIDIA; 32.0.15.6636) - 11th Gen Intel(R) Core(TM) i7-11800H @ 2.30GHz (16 Threads)

Is the issue reproducable in the demo?

Yes

Issue description

When there is a compositor effect assigned to the environment node, painting doesn't work correctly anymore. The circular shape gets stuck and is unresponsive.

I used PPMagic(https://github.com/peterprickarz/PPMagic) for testing, as well as my own compositor effect.

I have a mrp, but it seems i cannot upload it here.

Logs

No response

@TokisanGames
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Owner

  1. Test with a nightly build from main, which has a different decal system.
  2. You should be able to upload a zip file up to 10-25mb according to github. I don't know of any restrictions in the repo. You can also share file links on wetransfer.com.
  3. I need either an MRP or step by step instructions that exhibits the problem using standard Godot, without using another plugin.

@nan0m
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nan0m commented Jan 19, 2025

  1. I am currently a bit strapped for time to build from source and test thoroughly, I'll get around to it eventually.

  2. For now, https://we.tl/t-u39vpjyHXU here is an MRP. Notice that the the problem is not just that the brush on the heightmap disappears , but that drawing doesn't even work at all.

@TokisanGames
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currently a bit strapped for time to build from source and test thoroughly

Unnecessary. CI builds every push. Read the nightly builds documentation.

@nan0m
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nan0m commented Jan 19, 2025

thank you I can confirm it's the same with the new decal, i used https://github.com/TokisanGames/Terrain3D/actions/runs/12713241079 to test, and the issue persists.

@Xtarsia
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Xtarsia commented Jan 19, 2025

I belive the fix to this would be to set an empty compositor on _mouse_cam.

hower adding the below lines to _setup_mouse_picking() fails as the compositor class has yet to be added to godot cpp?

	Ref<Compositor> comp;
	comp.instantiate();
	_mouse_cam->set_compositor(comp);

@Xtarsia
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Xtarsia commented Jan 20, 2025

setting an empty compositor on _mouse_cam does indeed fix this:

Godot_v4.3-stable_win64_kIAt4KbtLK.mp4

Still needs fixing cpp side, else get_intersection() in release mode won't work.

@TokisanGames
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hower adding the below lines to _setup_mouse_picking() fails as the compositor class has yet to be added to godot cpp?

Add #include <godot_cpp/classes/compositor.hpp>

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3 participants