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Creating the Terrain3D node causes most of the text in my editor to turn super thick making it unreadable #621

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efausett opened this issue Feb 11, 2025 · 5 comments

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@efausett
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Terrain3D version

v0.9.3a

System information

Godot v4.3.stable - Windows 10.0.26100 (I'm actually on Windows 11?) - GLES3 (Compatibility) - NVIDIA GeForce RTX 4060 (NVIDIA; 32.0.15.6094) - 13th Gen Intel(R) Core(TM) i5-13400F (16 Threads)

Is the issue reproducable in the demo?

No

Issue description

When I add the Terrain3D node the editor text turns thick and unreadable. The following screenshot shows the issue: https://imgur.com/a/EecL7G0

After restarting the editor the text is fine, but when I select the Terrain3D node it happens again.

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@TokisanGames
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We have no code that does anything with your editor text. We are only using standard Godot features. So this is an issue with either Godot, or more likely a bug in your drivers. E. G. There's a bug in your drivers, triggered by an OpenGLES feature used in Godot, triggered by a Godot feature we're using. Since we don't cause it, we have no way to fix it.

Why are you using compatibility mode with an rtx4060? Use forward+ vulkan. You can at least use it to test and confirm if the issue goes away. You can also test mobile/vulkan.

Your drivers are 6 months old. Try upgrading them to at least December. There are problems with the newest Jan 30th driver, 572.16. Get 566.36.

You could try Godot 4.4 at least to test, though we don't fully support it until the RCs, though we have some users on it.

Finally, you can explore settings in windows, your drivers, and Godot editor settings to disable or tweak font anti aliasing, display scale, hdpi, HDR, etc.

@efausett
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The drivers were a good call. I forgot to update them with this new system. I am using compatibility mode though because I currently intend on my project being portable to mobile devices. That is unfortunate for me though because it does appear that the problem goes away when I switch to Forward+.

@TokisanGames
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Android 7 released in 2016 added Vulkan support, so 2017 mobiles support it. MoltenVK supports IOS since 2020. Are you really planning on developing a 3D game with terrain for such old phones? The mobile renderer is better than opengles.

@efausett
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I didn't realize that, thank you! When first decided which to use, I was under the impression that I should only choose Forward+ if I was planning on it being for modern systems. I guess I interpreted modern as machines from the last few years, or only very high end mobile devices.

@TokisanGames
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Forward+ is vulkan for desktop. Mobile is vulkan for mobile.

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