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:
Steps to reproduce:
- Open any Color popup (for example, from the
modulate
property) - Activate the color picker
- 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
- Add missing image format RGB10A2. Fixes #14964 — committed to binbitten/godot by binbitten 7 years ago
- Merge pull request #15051 from binbitten/bug-fixes Add missing image format RGB10A2. Fixes #14964 — committed to godotengine/godot by akien-mga 6 years ago
- Revert "Add missing image format RGB10A2. Fixes #14964" — committed to godotengine/godot by reduz 6 years ago
- Merge pull request #15304 from godotengine/revert-15051-bug-fixes Revert "Add missing image format RGB10A2. Fixes #14964" — committed to godotengine/godot by reduz 6 years ago
@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.