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Mac OS 14.1.2 (23B92) (M2), Godot 4.2, Mobile renderer
Issue description
Mobile renderer does not take into account light cull mask settings correctly
Steps to reproduce
When using an OmniLight, with meshes on Layer 1 and 2, and setting OmniLight's light_cull_mask to Layer 2, and setting project renderer to Mobile, and playing the scene, (Editor may display correctly), see that OmniLight is displayed on mesh it is not supposed to. There also another problem, if you look closeley, you will see that lighting is brighter in Mobile renderer, because the light is both baked as well as displayed on top of baked meshes, It should not be displayed onto baked meshes, only onto dynamic/non-static meshes. (so there are at least two problems visible here)
There also another problem, if you look closeley, you will see that lighting is brighter in Mobile renderer, because the light is both baked as well as displayed on top of baked meshes, It should not be displayed onto baked meshes, only onto dynamic/non-static meshes. (so there are at least two problems visible here)
Tested versions
Godot 4.2
System information
Mac OS 14.1.2 (23B92) (M2), Godot 4.2, Mobile renderer
Issue description
Mobile renderer does not take into account light cull mask settings correctly
Steps to reproduce
When using an OmniLight, with meshes on Layer 1 and 2, and setting OmniLight's
light_cull_mask
to Layer 2, and setting project renderer to Mobile, and playing the scene, (Editor may display correctly), see that OmniLight is displayed on mesh it is not supposed to. There also another problem, if you look closeley, you will see that lighting is brighter in Mobile renderer, because the light is both baked as well as displayed on top of baked meshes, It should not be displayed onto baked meshes, only onto dynamic/non-static meshes. (so there are at least two problems visible here)Minimal reproduction project (MRP)
Light Cull Mask Mobile Issue.zip
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