godotengine / godot

Godot Engine – Multi-platform 2D and 3D game engine
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PointLight2D acting as fully occluded at Compatibility rendering mode on android #75594

Open Wllwl2 opened 1 year ago

Wllwl2 commented 1 year ago

Godot version

4.0

System information

Honor 10, android 10,mali-G72

Issue description

The scene has pointLight2d with the shadow enabled (in the example it is green) and lightoccluder2d, entering the range of pointlight2d. In any mode on the PC and in Forward plus and mobile modes on the smartphone, everything works as it should. Screenshot_20230402_153828_org godotengine as

But in compatibility mode on android, the shadow completely covers the light, no matter what I do. Screenshot_20230402_153613_org godotengine as

Steps to reproduce

Create node2d, add pointlight2d and lightoccluder2d to it so that pointlight2d can cast a shadow, enable the shadow, try it on different render modes on android.

Minimal reproduction project

asd.zip

Wllwl2 commented 1 year ago

Now I tested with the same rendering mode on another device - xiaomi mi note 10, and there shadows work fine. I also noticed that on mi there is always a freeze before displaying a previously not displayed shader (maybe compiling?), on honor this does not happen.

shahriarlabib000 commented 1 month ago

Didn't seem to work on powerVR as well

Godot v4.4.dev3 - Android - Single-window, 1 monitor - OpenGL ES 3 (Compatibility) - PowerVR Rogue GE8320 - (8 threads)