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CSG shapes textures are mapped different than normal meshes #19143
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CSG Polygon is super useful! Point taken on the others, does anyone use the Torus? |
@Zireael07 I used it to prototype some hexagonal door frames and to cut arches into other things. It's also used in the demo .gif in the doc page for CSG. https://docs.godotengine.org/en/latest/tutorials/3d/csg_tools.html |
Could the torus be added to CSGMesh? Polygon is super great. The other ones just confuse. |
Though I - personally - agree with @Plopsiskopsis that a sort of shared codebase between mesh and CSG 'feels' the right approach that would require something of a more major reworking under the hood to maintain the efficiencies of the current distinct approaches. IE, entirely new primitive-generation code with Mesh and CSG sending different default flags. As @reduz himself states, the distinction is 100% intended. #59077 (comment) So, to recap this 6y+ ongoing issue now, in that context, this issue is purely about the unexpected discrepancy between the UV mappings of mesh primitives and CSG versions; which includes
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![]() ![]() Yes, these CSGs are supposed to only be used for prototyping. But the lack of consistency within our own software is guaranteed to throw a number of end-users; especially those new to / adopting Godot who don't know why two different approaches have been taken. Furthermore, I suspect the inconsistency is likely to give anyone who does export the CSGs as a base to remodel / retop extra head-scratching - and time lost - if they expect the textures to line up for reference at all there! IMHO it's definitely worth us addressing this issue so the CSGs feature of the engine can confidently be touted. |
PS: trying to actually action any code change here might be outside my wheelhouse / actual skills. It would certainly take me away from the game I'm trying to develop using the engine! Similarly, any tangential architecture discussions. But I'll keep an eye on any pull requests - or proposals and discussions it spawns again if it comes to that - for this. And can definitely update the associated docs off the back of whatever the outcome is. [salutes y'all] |
One approach is a Boolean property that uses CSGMesh3D style uvs on CSG primitives |
From the outside point of view, is this documented well? I don't think so, but this is something we can note and maybe provide documentation based workarounds. |
Godot version:
3.1.dev.5b11d16
OS/device including version:
Win10 64 bit. Geforce gtx 950M
Issue description:
![image](https://user-images.githubusercontent.com/35765659/40493099-b42b4c60-5f7a-11e8-90f0-45d3633fddd5.png)
added texture to a CSGcube and it did not align as you would expect. Works fine if you create a CSGmesh
Steps to reproduce:
Create a mesh and a CSGshape of same type. add texture to both and see.
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