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2D shadow issues with multiple viewports and particles with enabled SDF collision #99228
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Should be fixed in #99426. The problem was a bit complex, but basically there was a wrong dependency detection if the following steps were taken:
So this problem popped up often with resources shared between subviewports, as it reuses the same atlas and therefore causes a dependency on the writes. There's potential to optimize this to do more drawing in parallel if different textures are used per sub viewport! But that's outside the scope of my fix and something the canvas renderer would have to detect if it's worth doing. |
Thanks a lot! ❤️ |
Unfortunately, there are still problems with shadows in multiple viewports. @Calinou please re-open this issue as I don't have permission to do so. I will provide a new MRP tomorrow once I've figured out and isolated the specifics. |
CC @DarioSamo
|
@timoschwarzer 4.3 stable shows me this and it's what I see when I disable the intersection code. So is it supposed to show up on the left or the right? |
Please confirm if #99463 fixes the issue for you. |
@DarioSamo Sorry, my screenshots are a bit confusing. The left viewport has the camera attached that shows the right light. So yes, your screenshot in 4.3 renders correctly. I will test your PR in a bit. |
@DarioSamo I can confirm the issues are gone with #99463 |
Tested versions
(CC @DarioSamo)
System information
Godot v4.4.dev (76fa7b2) - Arch Linux #1 ZEN SMP PREEMPT_DYNAMIC Fri, 08 Nov 2024 17:57:58 +0000 on Wayland - X11 display driver, Multi-window, 2 monitors - Vulkan (Forward+) - dedicated Intel(R) Arc(tm) A770 Graphics (DG2) - Intel(R) Core(TM) i9-9900K CPU @ 3.60GHz (16 threads)
Issue description
Screencast.From.2024-11-14.10-46-03.mp4
world_2d
) as this bug seems to only appear when rendering in multiple viewportsSteps to reproduce
Observations:
When you enlarge the right viewport to render both lights, the issue disappears:
Screencast.From.2024-11-14.10-57-41.mp4
Minimal reproduction project (MRP)
light-bug-repro.zip
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