godot: Using the color picker gives wildly incorrect values

Godot version: Godot 3.0 32d8b99

OS/device including version: Linux Mint 18.3 Cinnamon x64. NVIDIA GTX 980 Ti, NVIDIA binary driver 384.90

Issue description: peek 2017-12-23 11-03

Steps to reproduce:

  1. Open any Color popup (for example, from the modulate property)
  2. Activate the color picker
  3. Hover over anything and monitor results
  • I searched the existing GitHub issues for potential duplicates.

About this issue

  • Original URL
  • State: closed
  • Created 7 years ago
  • Comments: 16 (15 by maintainers)

Commits related to this issue

Most upvoted comments

@binbitten Faster color conversion for texture_get_data() might come in 3.1, see https://github.com/godotengine/godot/pull/14387

@staddy That’s right 😃

I can implement FORMAT_RGB10A2. Just need the go ahead.

glGetTexImage is called with type GL_INT_2_10_10_10_REV, when the rest of the code expects GL_BYTE/GL_UNSIGNED_BYTE. Think it has to do with the format being set to GL_RGB10_A2, but when it’s unsupported the driver will choose another format (likely GL_RGBA). This might be the root of many other issues aswell.