Skip to content
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

Fix missed light clusters when inside clipped lights #89450

Merged
merged 1 commit into from
Mar 14, 2024

Conversation

RandomShaper
Copy link
Member

Fixes #77112.

@RandomShaper RandomShaper added this to the 4.3 milestone Mar 13, 2024
@RandomShaper RandomShaper requested a review from a team as a code owner March 13, 2024 17:03
@clayjohn clayjohn added the cherrypick:4.2 Considered for cherry-picking into a future 4.2.x release label Mar 13, 2024
Copy link
Member

@clayjohn clayjohn left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

This makes sense to me. A pixel shouldn't be written if it is beyond the max depth and using the pipeline to do it means that we can cull the pixel before the fragment stage is reached

servers/rendering/renderer_rd/shaders/cluster_render.glsl Outdated Show resolved Hide resolved
@akien-mga akien-mga merged commit 3e79cdb into godotengine:master Mar 14, 2024
16 checks passed
@akien-mga
Copy link
Member

Thanks!

@RandomShaper RandomShaper deleted the fix_inside_lights branch April 3, 2024 13:19
@akien-mga
Copy link
Member

Cherry-picked for 4.2.2.

@akien-mga akien-mga removed the cherrypick:4.2 Considered for cherry-picking into a future 4.2.x release label Apr 8, 2024
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

OmniLight3D causes clustering artifacts when outside the camera far plane
3 participants