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author | Clay <claynjohn@gmail.com> | 2023-10-17 13:02:46 +0200 |
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committer | Clay <claynjohn@gmail.com> | 2023-10-17 13:02:46 +0200 |
commit | 623a050269923dc15551bd3ab487865b767b5b15 (patch) | |
tree | e2d2d51ca2c11642154fefe3f10c4ab9f327158d /modules/gdscript/language_server/gdscript_extend_parser.cpp | |
parent | fd33c7b32f54e9ac3d346be718618575338cd7ef (diff) | |
download | redot-engine-623a050269923dc15551bd3ab487865b767b5b15.tar.gz |
Ensure that only visible paired lights are used
This is a longstanding issue in both the Mobile and GL Compatibility renderer.
Meshes pair with all lights that touch them, and then at draw time, we send all paired lights indices to the shader (even if that light isn't visible). The problem is that non-visible lights aren't uploaded to the GPU and don't have an index. So we end up using a bogus index
Diffstat (limited to 'modules/gdscript/language_server/gdscript_extend_parser.cpp')
0 files changed, 0 insertions, 0 deletions