-
-
Notifications
You must be signed in to change notification settings - Fork 21.4k
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
Vulkan: Projector textures on SpotLight3D and OmniLight3D needs adjustment to scaling #50445
Comments
Can you show what happens if you move the light away to almost hit the mesh with the edge of the cone? Also can you set up the default attenuation? |
Attenuation, Angle, Angle Atenuation and the position of the light has no impact on the scaling of the texture. The same small subsection is always projected. |
So I hit that problem recently, which prompted me to look into the engine to check how the projector calculates the texture UV, and I found this:
Since we are talking about SpotLights, I tried removing the "normal_to_panorama()" part, as I'm pretty sure SpotLights are not supposed to use panoramic textures.
While I'm sure this isn't a proper fix, it might at least point someone much more knowledgeable to possibly implement one. Edit to clarify: |
Fixed by #57888. |
Godot version
4.0.dev
System information
PopOS, Vulkan, Nvidia GTX 1060
Issue description
The current build of Godot only show a small section of the center of the texture on spotlight.
Maybe a texture scale feature could be added to the light projector texture.
Steps to reproduce
Make 3D scene.
Add Spotlight.
enable shadows.
Add texture to Projector.
Place a surface on which the light can be seen.
Here a 11x11 tiled texture is added to the projector and only 4-5 partial segments of the texture is shown in the light.
Minimal reproduction project
No response
The text was updated successfully, but these errors were encountered: