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@Calinou I noticed light bleeding in G4 vs G3.
Could this be due to the lack of bicubic sampling or possibly another issue?
Just gauging whether to bother with a report to keep track of it.
@Calinou I noticed light bleeding in G4 vs G3.
Could this be due to the lack of bicubic sampling or possibly another issue?
Just gauging whether to bother with a report to keep track of it.
Please create a separate issue with a minimal reproduction project attached. I could notice increased lightmap bleeding when updating the global illumination demo to readd lightmaps, but haven't found any combination of settings that resolves it.
Godot version
4.0 Alpha 12
System information
Windows 10, GTX1080, i7 6700
Issue description
Godot 4's LightmapGI exhibits pixelated shadows. This is a regression from the improved CPU lightmapper in 3.x.
Godot 4's lightmap shadows with a directional light:
Godot 3's lightmap shadows with identical scene settings:
Steps to reproduce
Minimal reproduction project
Godot 4:
LightmapQualityExampleG4.zip
Godot 3.4.4:
LightmapQualityExampleG3.zip
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