Closed
Description
Godot version:
3.1.2 / 3.2 beta 3
OS/device including version:
Windows 10 Pro 10.0.18362 Build 18362
Issue description:
TextureLayered resources (as well as their Texture3D and TextureArray subclasses) can be created without issue via the import process by selecting the appropriate Import As option, but creating them from a tool script results in instances that can't be serialized.
I've been trying to use a TextureArray to implement a mipmap-friendly texture atlas for the Qodot project, which works well, but can't be saved into a scene due to this issue.
Steps to reproduce:
- Open the project below
- Open texture_array_test.tscn
- Select the root scene node
- Click the 'reload' checkbox in the inspector
- A message detailing the contents of the created TextureArray will print to the log
- Save the scene
- The following error will appear in the log once per texture layer:
ERROR: Resource was not pre cached for the resource section, bug? At: scene/resources/resource_format_text.cpp:1372
- Reload the scene
- The following error will appear in the log, once per texture layer:
-ERROR: _set_data: Condition ' !img.is_valid() ' is true. Continuing..: At: **scene/resources/texture.cpp:2093**
- The TextureArray exported from the root node will now have empty layers
Minimal reproduction project:
TextureArrayBug.zip
Activity