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Vulkan: Flood of GI errors when queue_free()
ing a .tscn containing a OmniLight3D when SDFGI is enabled (!light_storage->owns_light_instance(light_instance))
#57840
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queue_free()
ing a .tscn containing a OmniLight3D when SDFGI is enabled
Hey there, thank you all for the hard work! <3 I just want to add that this issue is still happening in Godot 4.0 Alpha 7. Will this be fixed soon? :D |
There is no ETA for fixing this issue, as we don't know why it's occurring in the first place yet. The error is likely there for a reason, so I don't think we should just silence it. |
I got this error but i don't use queue_free to remove any lights. Even hiding them (so they shouldn't be accounted to lighting?) continues giving this error. This on a "complex" project, so there must be something conflicting, it's not queue_free in my case This error only seems to occur on the editor if the scene with the worldenviroment is open (and being shown), if the game is running and the scene with WE is not shown on the editor then this error does not show up I'm on alpha8 |
On alpha9 this can happen when I call |
I just want to mention that this only happens while trying to remove any light3D nodes with "bake mode" set to "dynamic". Not sure if this is related at all but I hope it sheds some light to the issue. |
Quoting a workaround from #62852:
|
@Chlipouni This issue is unrelated, especially if you're not using SDFGI. This is also why it can't occur in 3.5, which doesn't have SDFGI 🙂 |
I have also encountered this same problem with tens of thousands of gi errors with SDFGI enabled when |
MRP can be found in #67380 |
queue_free()
ing a .tscn containing a OmniLight3D when SDFGI is enabledqueue_free()
ing a .tscn containing a OmniLight3D when SDFGI is enabled (!light_storage->owns_light_instance(light_instance))
Ran into this error reloading current scene, said scene having omnilights. Setting them all not visible before reloading works. Using 4.0 Beta 4. |
Bugsquad note: This issue has been confirmed several times already. No need to confirm it further.
Godot version
4.0 alpha 1
System information
Win10, GLES3, RTX 2070 mobile
Issue description
At runtime, when queue_free()'ing a tscn that contains a omnilight3D node, debugger gets spammed with this error:
pre_process_gi: Condition "!li" is true. Continuing. <C++ Source> servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp:1484 @ pre_process_gi().
The error doesn't show up when the light node is hidden right before it's freed.
Steps to reproduce
Minimal reproduction project
not needed, just do the steps above
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