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Asked By | HK-SHAO |
I tried to port a bricks game implemented by iq on shadertoy that works entirely with the GPU to godot, but I ran into difficulties. I don’t understand why I can’t use the viewport texture like this.
<C++ Error> Condition "attachable_ptr[i].texture == bound_ptr[j]" is true.
<C++ Source> drivers/vulkan/rendering_device_vulkan.cpp:7419 @ draw_list_bind_uniform_set()
I have uploaded the project files to the github repository, would anyone like to help me?
The game in shadertoy: Shader - Shadertoy BETA
Here is my computer configuration and godot version information.
Godot version
Godot Engine v4.0.alpha6.official.e4f0fc50f
System information
Windows 11, Vulkan API 1.2.0 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce RTX 3070 Ti Laptop GPU
Godot 4 is still in alpha. Have you tried in Godot 3? If it works in Godot 3 and not in Godot 4 then it’s probably a bug.
Zylann | 2022-04-14 16:53
Thanks, I’ll give it a try.
But I’d like to know if there’s a better way for the fragment shader to get the sampler2D of the previous frame, similar to the backbuffer in glsl.
HK-SHAO | 2022-04-14 17:09
Make sure to add a thumbs up to the issue, so that the devs know people are impacted by it:
Vulkan: Using main Viewport as Sprite2D texture causing artefacts and error · Issue #60475 · godotengine/godot · GitHub
Gerry | 2022-11-27 22:57