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Negative lights not working as expected #41901

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Hevedy opened this issue Sep 9, 2020 · 7 comments · Fixed by #42915
Closed

Negative lights not working as expected #41901

Hevedy opened this issue Sep 9, 2020 · 7 comments · Fixed by #42915

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@Hevedy
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Hevedy commented Sep 9, 2020

Godot version:
v3.2.2.stable (Mono version)

OS/device including version:
Windows 10 Pro
Intel i7 (Old Gen)
Nvidia 970GTX with 441.20 driver.

Issue description:
At using negative lights at any Tonemap other than linear one the negative lights don't work anymore (Only work on 1 of 4).
Affects all lights.

Steps to reproduce:
1.) Download the provided project.
2.) Check the first scene in the project and the projected light from the spotlight.

Minimal reproduction project:
ShowcaseIssues.zip

@clayjohn
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It looks like values are getting written below 0. I guess there needs to be a check to ensure that values are clamped at 0

@Yetizone
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Hello, I'm interested in working on this. I've downloaded the project and I see the light working as follows:
Screenshot from 2020-09-10 18-09-22
From what I'm understanding this behaviour is undesired.
What's the expected one ? Should the red circle in the middle not be there and instead just be black ?

@Hevedy
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Hevedy commented Sep 10, 2020

Yeah should all black, the red circle happen because is overflow of the values outside of linear postprocess

@clayjohn
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@Yetizone set the tonemap mode to linear and you will see the desired outcome. It is just an all black circle.

@Yetizone
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I see, thanks for the tip !

@akien-mga
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Fixed by #42056.

@Yetizone
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This issue still happens in master. I think it should remain open for now.

I noticed the PR targeting 3.2 with a fix got merged so I'll write one for master now.

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4 participants