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directional light shadows not working in large world #81877
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I disabled shadow casting and GI of the meshes for the celestials, this fixes this issue for this scene. |
Does the issue occur if you keep GI disabled but reenable shadows? |
Then it's shaded black |
At distances this far away from the world origin, you are expected to use a build with double-precision floats: https://docs.godotengine.org/en/latest/tutorials/physics/large_world_coordinates.html If you are using official builds, please compile an editor build with I was able to reproduce something similar in the large world coordinates demo, but I'm not sure if it still occurs as of 4.2.dev4. |
I compiled the tag 4.1.1 with precision=double already, else the coordinates would jitter. The unexpected behaviour still occurs compiled that way. I may run the latest dev commit to see if this behaviour still occurs. It's not to bad because I don't need shadows to/from the celestial bodies anyways. |
Godot version
v4.1.1.stable.custom_build [bd6af8e] (double)
System information
Windows 11
Issue description
The object is at position <75000, 0, -149900> where lighting fails (the shading is completely black), while other nodes also exist at far away distances. The shadows work when the object is close to the origin (~2000 meters).
Steps to reproduce
Minimal reproduction project
bugreportScene.zip
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