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Panorama texture displays incorrectly in Procedural and Physical sky materials #74709

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anmamaev opened this issue Mar 10, 2023 · 2 comments · Fixed by #74740
Closed

Panorama texture displays incorrectly in Procedural and Physical sky materials #74709

anmamaev opened this issue Mar 10, 2023 · 2 comments · Fixed by #74740

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@anmamaev
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Godot version

4.0.stable

System information

Windows 10, Compatibility, Intel HD Graphics 4400

Issue description

I am using a Spacescape cubemap converted to panorama with the tool recommended in the documentation as a texture for different sky materials. It works as intended with PanoramaSkyMaterial:
panoramasky
The description of sky_cover property of ProceduralSkyMaterial states it should be a texture 'similar to PanoramaSkyMaterial'. First, it is impossible to use an actual PanoramaSkyMaterial resource as it is not a texture, the wording is ambiguous. Second, the texture that is compatible with the PanoramaSky is displayed incorrectly. It is stretched at the top of y axis and has a noticeable seam between the positive y axis and negative z axis:
proceduralsky
The same happens with the night_sky texture of PhysicalSkyMaterial:
physicalsky

Steps to reproduce

Open panorama.tscn, procedural.tscn and physical.tscn for respective examples

Minimal reproduction project

sky_issue.zip

@anmamaev anmamaev changed the title Panorama sky texture displays incorrectly in Procedural and Physical sky materials Panorama texture displays incorrectly in Procedural and Physical sky materials Mar 10, 2023
@clayjohn clayjohn added this to the 4.1 milestone Mar 10, 2023
@clayjohn
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Looks like ProceduralSkyMaterial and PhysicalSkyMaterial use filtering with mipmaps by default while PanoramaSkyMaterial uses filtering without mipmaps. I'll make a PR right away

@anmamaev
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As of now, disabling mipmaps/generate for the texture in the Import tab resolves this

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