You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Enabling shadow when using the OpenGL renderer in stereo on Quest devices causes rendering issues. The issue only happens when XR is enabled. Running the same project without stereo doesn't cause rendering issues.
So this issue turned out to be far more serious than just impacting VR. We weren't loading our project settings and thus no shadow atlas was being created. This is masked during development because the editor build runs extra project settings code. I'll be submitting a PR for the settings related to shadow but I suspect there are others.
Godot version
4.2 dev6
System information
Quest - Godot 4.2-dev6 - GL_compatibility renderer - OpenXR Loader 2.0.0 dev2
Issue description
Enabling shadow when using the OpenGL renderer in stereo on Quest devices causes rendering issues. The issue only happens when XR is enabled. Running the same project without stereo doesn't cause rendering issues.
See videos below:
com.example.testopenglshadowinvr-20231009-102111.mp4
com.example.testopenglshadowinvr-20231009-102301.mp4
Steps to reproduce
Minimal reproduction project
The text was updated successfully, but these errors were encountered: