Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

OpenGL stereo render issue on Quest when shadow is enabled #83060

Closed
m4gr3d opened this issue Oct 9, 2023 · 3 comments · Fixed by #83141
Closed

OpenGL stereo render issue on Quest when shadow is enabled #83060

m4gr3d opened this issue Oct 9, 2023 · 3 comments · Fixed by #83141

Comments

@m4gr3d
Copy link
Contributor

m4gr3d commented Oct 9, 2023

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:

  • With shadows enabled:
com.example.testopenglshadowinvr-20231009-102111.mp4
  • With shadows disabled:
com.example.testopenglshadowinvr-20231009-102301.mp4

Steps to reproduce

  • Create a new OpenXR project using gl_compatibility renderer
  • Add directional lights with shadow enabled (the default setting)
  • Export and run the project on a Quest device

Minimal reproduction project

@BastiaanOlij
Copy link
Contributor

Just to rule it out as a cause, please see if this fixes the issue: #82752

Should already be merged into master.

@m4gr3d
Copy link
Contributor Author

m4gr3d commented Oct 9, 2023

Just to rule it out as a cause, please see if this fixes the issue: #82752

Should already be merged into master.

@BastiaanOlij I tested a couple days ago with that fix included, same issue.

@BastiaanOlij
Copy link
Contributor

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.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging a pull request may close this issue.

3 participants