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LightmapGI: Directional lights do not bake in in compatibility renderer #92863
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So it seems like reverse-z commit broke lightmap baking in compatibility:
Not sure if my assumption is correct, but I suspect that changes to projection made Godot to use OpenGL style clip-space, but baking is done with Vulkan so it's incorrect. d950f5f#diff-0cb84c1b45f2b149fc0080b8f23b1cc760ea1fd30bbf9a38ab3f7e67fe3e7795R722 |
Interesting observation is that at d950f5f it is also not working on Vulkan, so my assumption regarding projection is obviously incorrect. But LightmapGI it is working on Godot 4.3dev6 again. So seems like ReverseZ PR is breaking both renderers, but Vulkan is fixed in some commit, before dev6 release. Probably needs to be bisected again. |
Tested versions
System information
Godot v4.3.beta1 - Windows 10.0.22631 - GLES3 (Compatibility) - AMD Radeon RX 6800S (Advanced Micro Devices, Inc.; 31.0.24027.1012) - AMD Ryzen 7 6800HS with Radeon Graphics (16 Threads)
Issue description
Lightmaps baked using editor in compatibility renderer do not reflect directional light influence anymore.
This seems to be a regression in recent 4.3 builds:
Expected result baked from Godot 4.3dev5, contains indirect information from red cube on ground:
Same scene baked in Godot 4.3beta1/dev6:
The issue is not present with Vulkan (Forward+)
Steps to reproduce
Minimal reproduction project (MRP)
mrp.zip
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