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Vertex lights are wrongly culled #105063

@ghostsoft

Description

@ghostsoft

Tested versions

  • Reproducible in 4.4, 4.4.1

System information

Godot v4.4.1.stable - Windows 10 (build 19045) - Multi-window, 2 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 32.0.15.7260) - AMD Ryzen 9 7900 12-Core Processor (24 threads)

Issue description

Vertex lights seem to be culled on the same rules as pixel lights where the light is immediately culled once the radius is outside the camera bounds. This works for pixel lights because they never light pixels outside of their radius but it does NOT work with vertex lights since they can still light pixels outside of the light's radius (due to the lighting being on the vertices and not per-pixel).

Image

I've included a video clip from a project I'm working on where i experienced this issue causing both omni and spot lights to be effectively useless right now as they flicker in and out of existence depending on camera angle in an uncontrollable way.

2025-04-05.05-37-23.mp4

Steps to reproduce

View a vertex light at an angle where the radius falls outside the camera's view. The included MRP has a free view camera (WASD to move, right click and drag mouse to rotate) and depending on viewing angle you will see the light disappear.

Minimal reproduction project (MRP)

vertex_light_cull_mrp.zip

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