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Fix issue where the UV's were off in Compatibility
Fixes a bug where CanvasTexture's UVs were off when using the Compatibility mode's renderer. Fixes #86746
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@ -2295,14 +2295,18 @@ void RasterizerCanvasGLES3::_prepare_canvas_texture(RID p_texture, RS::CanvasIte
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GLES3::Texture *texture = texture_storage->get_texture(ct->diffuse);
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Size2i size_cache;
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// Cache default white resource ID.
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const RID default_texture_id = texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE);
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// If no texture is assigned, assign default white.
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if (!texture) {
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ct->diffuse = texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE);
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GLES3::Texture *tex = texture_storage->get_texture(ct->diffuse);
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size_cache = Size2i(tex->width, tex->height);
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} else {
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size_cache = Size2i(texture->width, texture->height);
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ct->diffuse = default_texture_id;
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}
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// Enforce a 1x1 size if default white texture.
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size_cache = ct->diffuse == default_texture_id ? Size2i(1, 1) : Size2i(texture->width, texture->height);
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GLES3::Texture *normal_map = texture_storage->get_texture(ct->normal_map);
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if (ct->specular_color.a < 0.999) {
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