Skip to content
This repository has been archived by the owner on Feb 1, 2024. It is now read-only.

No lighting rendered #33

Closed
NeoSpark314 opened this issue Aug 1, 2019 · 3 comments
Closed

No lighting rendered #33

NeoSpark314 opened this issue Aug 1, 2019 · 3 comments
Milestone

Comments

@NeoSpark314
Copy link
Collaborator

With the current master and the demo application I get no lighting in the demo scene only black geometry (emissive material also seems not to work, but the panorama seems to be correctly rendered)

quest_bug_noLighting_01 09 2019_small

@m4gr3d
Copy link
Collaborator

m4gr3d commented Aug 1, 2019

@NeoSpark314 Stereo rendering is being tracked by issue #32, so can you update this bug's title accordingly.

Regarding stereo rendering, I've found the cause of the issue and am resolving it in commit 39090df, but that unveiled another clipping issue that I'm looking into (i.e: objects don't render unless close to the headset).

@NeoSpark314 NeoSpark314 changed the title No lighting and no stereo rendered No lighting rendered Aug 1, 2019
@NeoSpark314
Copy link
Collaborator Author

NeoSpark314 commented Aug 2, 2019

I did some further testing. It seems to be an issue with export and with the GLES2 renderer. Exporting with GLES3 looks fine from a lighting perspective. Also it is probably not related to the oculus mobile plugin. When exporting for linux x86_64 the GLES2 render version also renders black (but it works fine in the editor).

Ok; seems to be an actual issue inside the current master: godotengine/godot#31019

@NeoSpark314
Copy link
Collaborator Author

This issue was fixed by godotengine/godot#31062 in godot master.

@m4gr3d m4gr3d added this to the 1.0.0 milestone Aug 26, 2019
Sign up for free to subscribe to this conversation on GitHub. Already have an account? Sign in.
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants