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Tilemap rendering when using a light #7091

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AlexandreSi opened this issue Oct 21, 2024 · 2 comments
Open
1 task done

Tilemap rendering when using a light #7091

AlexandreSi opened this issue Oct 21, 2024 · 2 comments
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🐛 bug This is a bug impacting users

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@AlexandreSi
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Is there an existing issue for this?

Describe the bug

When using a light (light object + lighting layer), the tilemap does not render correctly.

Steps to reproduce

  1. Add a tilemap object and paint on an instance in the scene
  2. Add a light object on the scene (the lighting layer is then created)
  3. Click Preview

In the scene editor:
image

In the preview:
image

GDevelop platform

Desktop

GDevelop version

5.4.216-ea8acf8d5f5b943b295ed6e3691e275a592fc3c1

Platform info

macOS

Additional context

No response

@AlexandreSi AlexandreSi added the 🐛 bug This is a bug impacting users label Oct 21, 2024
@Boy1developer
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Boy1developer commented Oct 22, 2024

yes with me in widows version
Screenshot 2024-10-22 210038
Screenshot 2024-10-22 210115

@AlexandreSi
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AlexandreSi commented Nov 21, 2024

I found another thing:

demo_tilemap_lighting_layer_switching.mp4

In this video, I added those events:
image

When I press M or P, you can see that the character switches lane and it affects the tilemap rendering

Also, if you add a 3D object (cube for instance) in the scene's objects, the bug does not appear. This seems to indicate that there is an issue when this else is executed:

} else {
// 2D only rendering.

EDIT:
Overall, there seems to be non-consistent issues when rendering a tilemap and there is a lighting layer.

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Labels
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@AlexandreSi @Boy1developer and others