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Issue description:
Here, there are two lights, both on one side of a wall comprised of 6 thin meshes. I would expect the other side of the wall to be dark; instead, it's dark, with streaks of light shining through at some of the seams for no good reason. I zoomed in and made sure that each mesh had a very slight overlap, and used a high-quality ray traced baked lightmap, so I'm not sure what's causing this if not a bug.
Steps to reproduce:
Minimal reproduction project:
The text was updated successfully, but these errors were encountered:
I'll close this issue as no minimal reproduction project was provided in time. (Either way, this issue can be considered a duplicate of #30929 and the lightmapper will be rewritten very soon.)
Godot version: 3.2
OS/device including version: Windows 10
Issue description:
Here, there are two lights, both on one side of a wall comprised of 6 thin meshes. I would expect the other side of the wall to be dark; instead, it's dark, with streaks of light shining through at some of the seams for no good reason. I zoomed in and made sure that each mesh had a very slight overlap, and used a high-quality ray traced baked lightmap, so I'm not sure what's causing this if not a bug.
Steps to reproduce:
Minimal reproduction project:
The text was updated successfully, but these errors were encountered: