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Lightmap GI crashes on blitting albedo and emmision, on larger meshes (tested 250m or larger) #76613
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adamscott
added
topic:rendering
topic:editor
needs testing
crash
topic:3d
confirmed
and removed
needs testing
labels
Apr 30, 2023
I reproduced the crash using the MRP on my Ubuntu Linux 22.04 laptop with a eGPU (Radeon RX Vega 64). (thanks for the MRP, by the way!) Here's the backtrace:
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As a workaround, increase the lightmap texel size in the PrimitiveMesh's inspector properties to make the lightmap less detailed. |
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Godot version
4.0.2
System information
Tested on intel HD graphics 615 and Nvidia 1660 ti & 3050. Windows 10 & 11. CPU: 1. intel core i5-3570 2.intel core i7y75 3. intel core i9-11900k, RAM: 16GB - 32GB,graphics backend: forward +
Issue description
When mesh is large enough and the baking proccess tries to "Blitting albedo and emmision" makes Godot crash.
(mesh was generated by using outline mesh option from BoxMesh of size(500,500,500))
lights doesn't make any difference
Steps to reproduce
Create a mesh instance node with BoxMesh of size (250,250,250) or larger (not sure where it starts but the smallest tested size is 250m)
Create ArrayMesh
Create Lightmap GI
click bake
Minimal reproduction project
New_Game_Project6666.zip
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