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Fix the Godot export errors from Expected Image data size of ... got 1136 bytes instead #4337

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hhyyrylainen opened this issue Apr 27, 2023 · 8 comments

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@hhyyrylainen
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When exporting Thrive the following errors are given:

ERROR: Expected Image data size of 15x15x4 (without mipmaps) = 900 bytes, got 1136 bytes instead.
   at: create (core/image.cpp:1784)
ERROR: Expected Image data size of 15x15x4 (without mipmaps) = 900 bytes, got 1136 bytes instead.
   at: create (core/image.cpp:1784)
ERROR: Expected Image data size of 429x1x4 (without mipmaps) = 1716 bytes, got 3408 bytes instead.
   at: create (core/image.cpp:1784)
ERROR: Expected Image data size of 15x15x4 (without mipmaps) = 900 bytes, got 1136 bytes instead.
   at: create (core/image.cpp:1784)
ERROR: Expected Image data size of 15x15x4 (without mipmaps) = 900 bytes, got 1136 bytes instead.
   at: create (core/image.cpp:1784)
ERROR: Expected Image data size of 15x15x4 (without mipmaps) = 900 bytes, got 1136 bytes instead.
   at: create (core/image.cpp:1784)
ERROR: Expected Image data size of 120x120x4 (without mipmaps) = 57600 bytes, got 76736 bytes instead.
   at: create (core/image.cpp:1784)
ERROR: Expected Image data size of 15x15x4 (without mipmaps) = 900 bytes, got 1136 bytes instead.
   at: create (core/image.cpp:1784)
ERROR: Expected Image data size of 15x15x4 (without mipmaps) = 900 bytes, got 1136 bytes instead.
   at: create (core/image.cpp:1784)
ERROR: Expected Image data size of 15x15x4 (without mipmaps) = 900 bytes, got 1136 bytes instead.
   at: create (core/image.cpp:1784)
ERROR: Expected Image data size of 15x15x4 (without mipmaps) = 900 bytes, got 1136 bytes instead.
   at: create (core/image.cpp:1784)
ERROR: Expected Image data size of 15x15x4 (without mipmaps) = 900 bytes, got 1136 bytes instead.
   at: create (core/image.cpp:1784)
ERROR: Expected Image data size of 15x15x4 (without mipmaps) = 900 bytes, got 1136 bytes instead.
   at: create (core/image.cpp:1784)
ERROR: Expected Image data size of 15x15x4 (without mipmaps) = 900 bytes, got 1136 bytes instead.
   at: create (core/image.cpp:1784)
ERROR: Expected Image data size of 120x120x4 (without mipmaps) = 57600 bytes, got 76736 bytes instead.
   at: create (core/image.cpp:1784)
ERROR: Expected Image data size of 800x800x4 (without mipmaps) = 2560000 bytes, got 3413260 bytes instead.
   at: create (core/image.cpp:1784)
ERROR: Expected Image data size of 800x800x4 (without mipmaps) = 2560000 bytes, got 3413260 bytes instead.
   at: create (core/image.cpp:1784)

Maybe we should do something about those...

@jinyangcruise
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similar problem...

when I use Forward+ rendering method, problem gone. When I use gl_compatibility, these error show:

  Expected Image data size of 194x217x1 (DXT5 RGBA8 with 7 mipmaps) = 57568 bytes, got 58192 bytes instead.
  drivers/gles3/storage/texture_storage.cpp:927 - Condition "image->is_empty()" is true. Returning: Ref<Image>()
  Expected Image data size of 194x217x1 (DXT5 RGBA8 with 7 mipmaps) = 57568 bytes, got 58192 bytes instead.
  drivers/gles3/storage/texture_storage.cpp:927 - Condition "image->is_empty()" is true. Returning: Ref<Image>()
  Expected Image data size of 194x217x1 (DXT5 RGBA8 with 7 mipmaps) = 57568 bytes, got 58192 bytes instead.
  drivers/gles3/storage/texture_storage.cpp:927 - Condition "image->is_empty()" is true. Returning: Ref<Image>()

env:

Godot Engine v4.1.dev2.official.668cf3c66 - https://godotengine.org
OpenGL API 3.3.0 NVIDIA 522.25 - Compatibility - Using Device: NVIDIA Corporation - NVIDIA GeForce RTX 3060 Ti

@hhyyrylainen
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Well we are not ready to switch to Godot 4 yet: #2998

And even when we do, we'll still need to have the low-end device renderer working. So that's not an option, I think for us. Probably this is a Godot bug then? Which I initially guessed to be quite likely.

@jinyangcruise
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yes, it's a godot bug... I thought I was replying a godot engine issue, my bad -_-|||

@hhyyrylainen
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If you find / open an issue in Godot engine for this, please let us know so we can track the status of that issue here.

@jinyangcruise
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ok! no problem~

@jinyangcruise
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I found this issue is related to image's compress' mode. Do your project use 3D? If not, you can reimport these images and select the compress/mode to Lossless. If you select VRAM Compressed, the error above will occur. I don't know why but finally fix this problem.

@hhyyrylainen
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We have a mix of 2D and 3D, but looking at the image sizes they are probably all from some of the GUI textures or icons. Doesn't really help that the error doesn't show the name of the file, but I suppose this might be now fixable if someone has enough time to go through all the game assets and make sure all the GUI images are set to lossless mode.

@jinyangcruise
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Yes! I accidentally tested a 3D scene in my project and used some images in the 3D scene. These images were in Lossless mode previously, but the engine might automatically reimport these images to VRAM Compressed if images are used in 3D scenes.

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