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GridMap is visible only on the first cull_mask layer #40245
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Up! Lost some time trying to figure it out what's was I doing wrong... |
I also spent some time trying to figure out what was going on here. I need the ability to have some lights affect certain GridMaps but not others, but this issue also prevents you from using light cull masks with GridMaps. Does anyone know if this issue is related to #41374 or if the solution to that issue might resolve this one too? |
See godotengine#40245. (cherry picked from commit 95fda7e)
I wanted to use different layers for different cameras to overlay the interior of a building on its exterior while maintaining the lighting, but it turns out this is not possible with gridmap :( |
I have created a proposal that could potentially solve this bug, link is at godotengine/godot-proposals#5438. |
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@CodeSmith32 @RobTheFiveNine Please don't bump without contributing significant new information. Use the 👍 reaction button on the first post instead. |
Godot version:
Godot Engine v3.2.2.stable.custom_build
OS/device including version:
5.7.0-3-MANJARO, OpenGL ES 3.0 Renderer: GeForce GTX 1050 Ti/PCIe/SSE2
Issue description:
GridMap is only visible on the first Camera's
cull_mask
layer. Once the first bit of the camera'scull_mask
is disabled the entire grid disappears. Since it's not extendingVisualInstance
wouldn't it make more sense to not react tocull_mask
layers?Steps to reproduce:
cull_mask
bitMinimal reproduction project:
gridmap-cull-master.zip
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