Sprite3D stretches its image archive after placing its texture

Godot Version

4.4.1

Question

I imported and 10x10 (in pixels) image that is a orange ball to make a bullet with sprite3D. everything was ok, but when i placed the texture with that image it got “stretched”. This error isn’t abou gdscript. im sending the image before and after the error
Captura de tela 2025-06-22 121051

You can probably fix this by turning off the compression; you can do that as an import setting.

The source is 10x10, but DXT5 (IIRC) compresses based on 4x4 pixel blocks, so it’s presumably had to add a couple of extra rows and columns to make the image size something divisible by 4 in each dimension. Those should have been transparent, but maybe the importer has a bug?

In general, GPUs really prefer images/textures that are power of two sizes; you’re often better off making an image like this (say) 16x16 and putting the 10x10 ball in the middle surrounded by transparency.

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