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Some of the GPU Particles nodes seem to not emit, while others do.
This changes every time I re-open the editor, scenes or run the project.
Duplicating the particle nodes makes the new one work in the editor, but running or reopening the scene starts the issue again.
The issue still happens when using opengl3_angle on GL Compatibility
This does not seem to happen on 4.1.2
particles.compatibility.emission.mp4
Steps to reproduce
The reproduction project has "main_2d" and "main_3d" scenes that show the issue, even in the editor.
You can re-open and/or run the project multiple times to see how the issue changes every time.
I can confirm the bug. Note that the particle effect looks different in 4.1.2-stable and 4.2-beta3 (like in the video), but that seems due to a separate regression which was since fixed (4.1.2-stable and 4.x master behave similarly, aside from this bug of randomly not emitting).
Seemed typically like uninitialized memory usage, found the bug, I'll make a PR.
Godot version
v4.2.beta3
System information
Godot v4.2.beta3 - Windows 10.0.19045 - GLES3 (Compatibility) - dedicated NVIDIA GeForce GTX 1650 (NVIDIA; 31.0.15.4592) - Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz (8 Threads)
Issue description
Some of the GPU Particles nodes seem to not emit, while others do.
particles.compatibility.emission.mp4
Steps to reproduce
The reproduction project has "main_2d" and "main_3d" scenes that show the issue, even in the editor.
You can re-open and/or run the project multiple times to see how the issue changes every time.
Minimal reproduction project
GPUParticles Compatibility.zip
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