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Fix Sprite3D's incorrect behavior when using AtlasTextures.
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@ -366,11 +366,17 @@ void Sprite3D::_draw() {
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final_rect.position * pixel_size,
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};
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// Properly setup UVs for impostor textures (AtlasTexture).
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RID texture_rid = texture->get_rid();
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Vector2 src_tsize = Vector2(
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VS::get_singleton()->texture_get_width(texture_rid),
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VS::get_singleton()->texture_get_height(texture_rid));
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Vector2 uvs[4] = {
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final_src_rect.position / tsize,
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(final_src_rect.position + Vector2(final_src_rect.size.x, 0)) / tsize,
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(final_src_rect.position + final_src_rect.size) / tsize,
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(final_src_rect.position + Vector2(0, final_src_rect.size.y)) / tsize,
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final_src_rect.position / src_tsize,
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(final_src_rect.position + Vector2(final_src_rect.size.x, 0)) / src_tsize,
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(final_src_rect.position + final_src_rect.size) / src_tsize,
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(final_src_rect.position + Vector2(0, final_src_rect.size.y)) / src_tsize,
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};
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if (is_flipped_h()) {
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@ -649,18 +655,23 @@ void AnimatedSprite3D::_draw() {
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float pixel_size = get_pixel_size();
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Vector2 vertices[4] = {
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(final_rect.position + Vector2(0, final_rect.size.y)) * pixel_size,
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(final_rect.position + final_rect.size) * pixel_size,
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(final_rect.position + Vector2(final_rect.size.x, 0)) * pixel_size,
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final_rect.position * pixel_size,
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};
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// Properly setup UVs for impostor textures (AtlasTexture).
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RID texture_rid = texture->get_rid();
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Vector2 src_tsize = Vector2(
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VS::get_singleton()->texture_get_width(texture_rid),
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VS::get_singleton()->texture_get_height(texture_rid));
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Vector2 uvs[4] = {
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final_src_rect.position / tsize,
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(final_src_rect.position + Vector2(final_src_rect.size.x, 0)) / tsize,
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(final_src_rect.position + final_src_rect.size) / tsize,
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(final_src_rect.position + Vector2(0, final_src_rect.size.y)) / tsize,
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final_src_rect.position / src_tsize,
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(final_src_rect.position + Vector2(final_src_rect.size.x, 0)) / src_tsize,
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(final_src_rect.position + final_src_rect.size) / src_tsize,
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(final_src_rect.position + Vector2(0, final_src_rect.size.y)) / src_tsize,
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};
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if (is_flipped_h()) {
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