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Fix LightmapGI not being correctly applied to objects#111125

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akien-mga merged 1 commit intogodotengine:masterfrom
BlueCube3310:lightmap-sort-bitshift
Oct 6, 2025
Merged

Fix LightmapGI not being correctly applied to objects#111125
akien-mga merged 1 commit intogodotengine:masterfrom
BlueCube3310:lightmap-sort-bitshift

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@BlueCube3310
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@BlueCube3310 BlueCube3310 commented Oct 1, 2025

Fixes #111123

Adds a bitshift to make the sorting key's value align with the render element's data.

@BlueCube3310 BlueCube3310 requested a review from a team as a code owner October 1, 2025 17:21
@BlueCube3310 BlueCube3310 added this to the 4.6 milestone Oct 1, 2025
@BlueCube3310 BlueCube3310 added the cherrypick:4.5 Considered for cherry-picking into a future 4.5.x release label Oct 1, 2025
@Kaleb-Reid
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Kaleb-Reid commented Oct 1, 2025

Whoops, I guess I was too focused on whether the mask was correct or not. The fix seems good to me.

The issue is not necessarily just because the bits are being put into a uint32_t and the value is too large, but also because the values in the key need to be aligned with the same values in RenderElementInfo.

@fire
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fire commented Oct 5, 2025

I am not able review this but maybe someone the rendering team can look. It’s a regression

@akien-mga akien-mga merged commit 900bd07 into godotengine:master Oct 6, 2025
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@akien-mga
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Thanks!

@Repiteo
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Repiteo commented Oct 6, 2025

Cherry-picked to 4.5

@Repiteo Repiteo removed the cherrypick:4.5 Considered for cherry-picking into a future 4.5.x release label Oct 6, 2025
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LightmapGI is no longer applied to mesh instances

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