Comments (7)
Could you provide more details?
As far as I understand this, I'm able to recreate this error in-editor, but appears to only be an error when parsing, affecting no functionality and not appearing at run-time.
This is likely a bug with Godot, and unless this breaks any functionality, at run-time, this is a wontfix.
from godot-psx-style-demo.
the invalid rendermode error doesnt effect the actual shader running. Adding:
#ifndef LIT
#define LIT unshaded
#endif
#ifndef CULL
#define CULL cull_disabled
#endif
#ifndef DEPTH
#define DEPTH depth_draw_opaque
#endif
ect...
infront of the render_mode in psx_base.gdshaderinc should clear it up if it bothers you.
more info here: https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/shader_preprocessor.html
from godot-psx-style-demo.
Reported this as a Godot issue at: godotengine/godot#78482
Unless something changes, closing this for now
from godot-psx-style-demo.
Fixed with ec07919, per information from godotengine/godot#78482 (comment)
from godot-psx-style-demo.
Hey! Thanks for looking into it, and sorry for the late reply. I've updated the shaders on my end now - can someone confirm that the precision_multiplier is still working as intended? I'm experiencing an issue where the vertex precision seems to be pretty low in the editor, but doesn't seem to be affected by the precision multiplier setting in psx_base.gdshaderinc, but in play mode the precision seems to be very high, and also doesn't seem to be affected by the setting. I didn't have this issue before updating
from godot-psx-style-demo.
From a quick check, precision_multiplier
seems to work fine for me.
If I'm understanding correctly, you're trying to adjust the global uniform in the project settings at run-time, correct?
This doesn't work, changing global uniforms at run-time must be done with a script. (https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/shading_language.html#global-uniforms)
In future, please open a separate issue for separate issues.
from godot-psx-style-demo.
I'm not trying to change it during runtime, I would have said so if I was. The vertex precision remains unchanged regardless of how low or high I set the setting before running the scene. I guess its an issue on my end though, if it works fine on your end. Thanks
from godot-psx-style-demo.
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