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Light2D rendering inconsistent with multiple objects in GLES3 in Godot 3.3 #48440

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HeroicNate opened this issue May 4, 2021 · 4 comments
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@HeroicNate
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I did not see this issue specifically listed elsewhere.

Godot version:
3.3

OS/device including version:
Windows 10, GLES3, NVIDIA GEFORCE GTX 1660 ti, driver 442.3

Issue description:
When using GLES3 rendering, objects interacting with light2d start to behave differently when multiple objects on screen are also interacting with the light. When you add objects, others get dim. Moving the objects around can sometimes change what dims. Overlapping objects will cause some dim ones to light up.

This does not appear to happen in GLES2.

Steps to reproduce:

  1. Create a 2D scene with GLES3
  2. Add light2d
  3. Add a sprite with normal map
  4. Duplicate the sprite node several times
  5. Move the objects around, overlapping them at times, and watch how the light changes on the objects.

Minimal reproduction project:
2D_Light_Problem.zip

odd_behavior.mp4
@HeroicNate HeroicNate changed the title Light2D rendering inconsistent with multiple objects Light2D rendering inconsistent with multiple objects in GLES3 in Godot 3.3 May 4, 2021
@lawnjelly
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lawnjelly commented May 4, 2021

This appears already fixed since 3.3 stable. It occurs in 3.3 stable for me but not in the latest build. Not sure which PR fixed it. It should be available in 3.3.1.

If you get problems due to this, you can either switch off batching, or set rendering/batching/lights/max_join_items to 0. You'll get lower performance in either case but not lower than 3.2.3.

We could leave this open for reference possibly.

@akien-mga
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Not sure which PR fixed it.

@lawnjelly Probably #48151?

@lawnjelly
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Yup could be, I made 2 or 3 fixes since stable, no need to spend time tracking it down as long as it is fixed I think. 👍

@akien-mga
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3.3.1 RC 1 is published and includes a fix for this issue, so closing.

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