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It works in the Forward renderer, I can confirm the crash in the Compatibility renderer (which OP uses) in windows 10 4.1 stable, I get this in the console:
I'm not really sure how far Compatibility renderer is honestly. I thought it was still a work in progress but never tried it much. :)
Godot Engine v4.1.stable.mono.official.970459615 - https://godotengine.org
Requested V-Sync mode: Enabled - FPS will likely be capped to the monitor refresh rate.
OpenGL API 3.3.0 NVIDIA 531.79 - Compatibility - Using Device: NVIDIA - NVIDIA GeForce GTX 1660 Ti
ERROR: Condition "!texture_allocs_cache.has(p_id)" is true.
at: texture_free_data (drivers/gles3/storage/utilities.h:111)
ERROR: Cubemap Arrays are not supported in the GL Compatibility backend.
at: (drivers/gles3/storage/texture_storage.cpp:763)
ERROR: Attempting to use an uninitialized RID
at: (./core/templates/rid_owner.h:199)
ERROR: Condition "!t" is true.
at: texture_free (drivers/gles3/storage/texture_storage.cpp:705)
WARNING: Glow is not supported when using the GL Compatibility backend yet. Support will be added in a future release.
at: environment_set_glow (servers/rendering/storage/environment_storage.cpp:387)
ERROR: FATAL: Index p_index = 0 is out of bounds (size() = 0).
at: get (./core/templates/cowdata.h:155)
Godot version
v4.1.stable.official [9704596]
System information
Godot v4.1.stable - Windows 10.0.22621 (this is what "copy system info" says, but I'm running Windows 11 Home) - Vulkan (Compatibility) - NVIDIA GeForce RTX 4090 (NVIDIA; 31.0.15.3168) - 12th Gen Intel(R) Core(TM) i7-12700F (20 Threads)
Issue description
Adding a NoiseTexture3D to a Visual Shader crashes Godot.
Steps to reproduce
Godot then crashes (note, the crash takes place even if you remove the "MeshInstance3D")
Minimal reproduction project
N/A
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