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Sprite3D not casting a shadow #17567

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Tobi-La opened this issue Mar 16, 2018 · 4 comments
Open

Sprite3D not casting a shadow #17567

Tobi-La opened this issue Mar 16, 2018 · 4 comments

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@Tobi-La
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Tobi-La commented Mar 16, 2018

Godot version:

3.0 stable and 2.1.4 stable

OS/device including version:

Phone: Oukitel K6000 Pro
Android 6.0
GPU: ARM Mali-T720 (MP3)
Driver: Open GL ES 3.1 and Open CL 1.2

Issue description:
When using a Sprite3D with "alpha_cut" set to "Opaque Prepass" the drop shadow is missing on my Oukitel K6000 Pro. This happens in all versions of Godot I tested and seems to be device specific. I tested with two other phones (Samsung Galaxy S3 and Galaxy J5 Duos) and the issue only occurs on the K6000 Pro.

I am using Godot 2 for my project, so it would be glad it could be fixed there, too. But I tested and uploaded a test project for godot 3 to help fixing the issue on the current version.

Steps to reproduce:

  1. Set up a basic project
  2. Add a directional Light, a Sprite3D and some object to cast a shadow on.
  3. Set the "alpha_cut" of the sprite to "Opaque Prepass"

Minimal reproduction project:

Godot2: Sprite3DShadowTest_Godot2.zip
Godot3: Sprite3DShadowTest_Godot3.zip

Screenshots Godot2 Project
Oukitel:
godot2_oukitel

Other devices:
godot2_workingdevices

Screenshots Godot3 Project
Oukitel:
godot3_oukitel

Other devices:
godot3_workingdevices

@ghost
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ghost commented Mar 16, 2018

I don't know about rendering on mobile devices but I'd try removing Mali from here
image

@ghost ghost added the topic:rendering label Mar 16, 2018
@Tobi-La
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Tobi-La commented Mar 16, 2018

Thank you for the tip Noshyaar, unfortunately it didn't work. I also tried removing the other two vendors, just in case, but no difference.

@Calinou
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Calinou commented Jul 6, 2020

If you can build Godot from source, please build the 3.2 branch and test this again now that #39867 has been merged. (That pull request also makes Sprite3D much faster to render.)

You can also use this Windows 64-bit editor binary for testing.

@golddotasksquestions
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golddotasksquestions commented Nov 8, 2020

Neither in Godot 3.2.3 stable nor 3.2.4 beta1 (Win64 with dedicated Nvidea graphics) Sprite3D shadows appear unless the alpha_cut flag is set to "Opaque Pre-Pass". However in which case transparency is not taken into account.

Sprite3D_no_shadow

@Calinou Calinou added the bug label Nov 8, 2020
CoolDotty added a commit to CoolDotty/godot that referenced this issue Apr 26, 2023
Changes Sprite3D to use the depth prepass by default instead of render order. This makes Sprite3D more in line with its usage as a helper "to display a 2D texture in a 3D environment".

Fixes godotengine#17567, godotengine#24069
@github-project-automation github-project-automation bot moved this to For team assessment in Rendering Issue Triage Dec 13, 2024
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