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Polygons With Bones and Lighting #30189

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NeonIridescent opened this issue Jun 29, 2019 · 6 comments
Open

Polygons With Bones and Lighting #30189

NeonIridescent opened this issue Jun 29, 2019 · 6 comments

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@NeonIridescent
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When you bind a polygon to a bone (Polygon dots are white or gray in the Polygon's bone tab), lighting doesn't affect the polygon.

@bojidar-bg
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Please, fill in the issue template. Information about the operating system, graphics card, and renderer used (GLES3/GLES2) would be very welcome for debugging the issue. Additionally, mentioning the Godot version would help in case the issue was fixed in newer versions. And finally, providing a very simple test project which has the issue would be nice.

@NeonIridescent
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Please, fill in the issue template. Information about the operating system, graphics card, and renderer used (GLES3/GLES2) would be very welcome for debugging the issue. Additionally, mentioning the Godot version would help in case the issue was fixed in newer versions. And finally, providing a very simple test project which has the issue would be nice.

Sorry for the late reply! I'm using the steam version 3.1.1 and use GLES3, my laptop has intel HD 620 and windows 10

@NeonIridescent
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I've just tried to use GLES2 and it works completely fine with it, the bug seems to happen only on GLES3

@NeonIridescent
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I tested another thing, it seems that the interaction between lights in GLES2 is much less optimal than GLES3 though.

@UnityFuchs
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UnityFuchs commented Jan 22, 2020

I have the same problem as Neon and the same behavior with the bones.

  1. "polygon_2d" don't receive "light_2d -> mode: add" light.
  2. if you try to mask a "polygon_2d", it vanishes completely.
  3. "light_2d -> mode: sub" seems to work.

I tried "Project -> Project Settings -> Rendering -> Quality -> Fallback to GLES 2" but it didn't work.

@KoBeWi
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KoBeWi commented Dec 18, 2020

Can anyone still reproduce this bug in Godot 3.2.3 or any later release?

If yes, please ensure that an up-to-date Minimal Reproduction Project (MRP) is included in this report (a MRP is a zipped Godot project with the minimal elements necessary to reliably trigger the bug). You can upload ZIP files in an issue comment with a drag and drop.

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