Fix OpenGL shadow textures not honoring texture type when reusing textures#96509
Merged
Conversation
clayjohn
approved these changes
Sep 6, 2024
clayjohn
left a comment
Member
There was a problem hiding this comment.
This makes sense to me, so I think we should merge it. But I don't understand why we don't see the same issue in the other renderers because the logic for them is the same.
Contributor
Author
|
@clayjohn I haven't checked the mobile renderer, but for the Forward+ renderer, it splits omni-lights into its own function called |
Member
|
Thanks! |
Member
|
Cherry-picked for 4.3.1. |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Resolves #92091
When attempting to reuse old shadow textures in the compatibility renderer, it did not check whether the texture being reused matched the type of texture it was supposed to create (Cubemap texture for omnilights and 2D texture for spotlights). This led to the unexpected behavior described in #92091.
The solution I implemented now verifies that the new light instance is of the same type as the previous one.
I used this MRP for testing.