Global illumination doesn't update when force drawing a SubViewport
if main viewport is disabled
#97658
Labels
SubViewport
if main viewport is disabled
#97658
Tested versions
System information
Godot v4.4.dev (e3213aa) - Windows 11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 (NVIDIA; 31.0.15.4633)
Issue description
SDFGI takes some frames to converge the global illumination (setting
rendering/global_illumination/sdfgi/frames_to_converge
).However, when force drawing a
SubViewport
like the below example, global illumination doesn't update if the main viewport is disabled.Left: expected. Right: result of multiple
force_draw()
, lighting didn't iterate and it always looks like the first iteration.It only updates correclty when the main viewport is enabled during
force_draw()
.But it slows down rendering since
force_draw()
draws all active viewports although I don't need the main viewport.Steps to reproduce
SubViewport
. The right creates aSubViewport
dynamically, force draw multiple times and shows aTextureRect
with the resulting image.Minimal reproduction project (MRP)
sdfgi-update.zip
The text was updated successfully, but these errors were encountered: