Godot: Errors in renderer when assigning an empty image to TextureButton

Created on 7 Aug 2020  路  3Comments  路  Source: godotengine/godot

Godot version: 3.2.2

OS/device including version:

  • Windows 10 (Build 2004)
  • Intel Integrated HD 620, Driver 27.20.100.8425
  • GLES3-Renderer

Issue description:

issue

If i press the highlighted [leer] (which means "empty"), I chose "New Image" on the dropdown-menu, and these errors appear in the output-tab:

GLES2: drivers/gles2/rasterizer_storage_gles2.cpp:810 - Condition "texture->data_size == 0 && !texture->render_target" is true. Returned: Ref()

GLES3: drivers/gles3/rasterizer_storage_gles3.cpp:1101 - Condition "texture->data_size == 0 && !texture->render_target" is true. Returned: Ref()

This happens both in GLES2 and GLES3-Mode. Seems to be a driver issue.

Steps to reproduce:

Open a new project, in the Scene tab, add a Control-Node and add a TextureButton as a child of Control-Node. In the Inspector-tab, choose the "Textures"-dropdown menu, choose "Normal", and add a "New Image-Texture". Then, you can see a option called "Image", which is empty. If pressed, you can choose to add a image by pressing "New Image".

Minimal reproduction project:

TextureButtonIssue.zip

bug core editor

Most helpful comment

As suggested by @volzhs the proper workflow is to assign an existing image file, either by drag & drop, or by selecting "Load" instead of "New ImageTexture" in the dropdown menu.

The current ux is not really beginner-friendly though so here's a possible improvement:
It would be nice to message the user when assigning an empty texture or image (probably using configuration warning) instead of errors in the renderer.

All 3 comments

you can just drag and drop an image file on it.
texturebutton

is there a particular reason to do those many steps?

As suggested by @volzhs the proper workflow is to assign an existing image file, either by drag & drop, or by selecting "Load" instead of "New ImageTexture" in the dropdown menu.

The current ux is not really beginner-friendly though so here's a possible improvement:
It would be nice to message the user when assigning an empty texture or image (probably using configuration warning) instead of errors in the renderer.

@volzhs Oh god, I didn't really think of that. Thanks, this works now.

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