Closed unfa closed 4 years ago
I guess #15651 is releated. the limitation is per object.
That could explain everything, since I try to keep all geometry of my level in a single mesh (the pillars however are a separate mesh). I guess if I split it into separate meshes for each room, the problem might go away...
This probably won't be solved until 4.0, considering that's when Vulkan will be added. I don't think the current rendering code will be looked at much in the future since they're planning to remove GLES 3.
Closing as a duplicate of #15651.
Godot version: Godot Engine v.3.0.6.stable.official.8314054
OS/device including version:
Issue description: Any time I try to play around with lights a bit - sooner or later I end up having this problem. Especially if I try enabling shadows. Some lights start to work only when the camera is oriented in a certain direction, or in a certain place. Needless to say - this completely breaks the immersion and the look the game.
I don't know why some lights seem to not be affected at all, but some almost never work well.
Here's a video demonstrating the problem - note: only pay attention to the orange lights, some other lights in this scene are meant to flicker (but they make sounds when they do): https://youtu.be/Q4XeniXFueM
What could be causing this? Is this a by-product of Godot's rendering optimization or what?
Here's the whole project that the above video is recorded with: Game.zip