Image Rendering Artifacts

Godot Version

Godot Engine v4.2.1


Greetings, everyone — I hope that you all are doing well.

I’ve been having a problem with images being rendered using the Sprite3D Variant. In particular, it appears that the edges of an image are wrapped to the other side.

By printing out the pixel values at those locations, I can tell that it isn’t a compression artifact, as the values there are fully transparent — It seems to be a problem with how the image is rendered or stored in the GPU. (If I had to make a guess, there might be an off-by-one error with a modulus by the image’s width or height, which might be beneficial for images with several sprites.)

I know that I can add some transparent pixels to the edges of the image, but I’d like to find a solution that doesn’t involve that — Is there another known way to fix this? Perhaps there’s a setting that I missed.

Thank you for your time.

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Perhaps you could also consider implementing something akin to a Sprite3D using a MeshInstance yourself. In fact, that’s precisely the approach I adopted, as it granted me finer control over shader effects.

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