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To clarify, the problem here is that the light is still drawn dynamically despite using the static bake mode right? If a light is statically baked, my expectation is that only the lightmap will be used. I wouldn't expect the lightmap to be disabled.
I noticed while working on something else that the dynamic light is added to the lightmap even when the light is statically baked
To clarify, the problem here is that the light is still drawn dynamically despite using the static bake mode right? If a light is statically baked, my expectation is that only the lightmap will be used. I wouldn't expect the lightmap to be disabled.
Yes, I expect it to render like in Forward+ and Compatibility where the real-time light is skipped on the lightmapped surface (since it's already been baked).
This does not apply to surfaces that don't have a lightmap due to not having been baked (or not having UV2 generated), even if the light uses the Static bake mode.
Godot version
4.2.beta1 (first version to be able to sample lightmaps correctly with Mobile), 4.2.rc1
System information
Fedora 38, GeForce RTX 4090 (NVIDIA 535.129.03)
Issue description
LightmapGI sampling is not disabled on lightmapped meshes with Static bake mode, causing double lighting to appear:
The dynamic object rendering issue is tracked in #84846.
Steps to reproduce
Minimal reproduction project
test_lightmapgi_mobile.zip
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