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Shadows don't update when changing blend shape values #91871
Comments
This will need a bit of investigation to track down. But I think there is one of three things to look for:
For context godot/servers/rendering/renderer_scene_cull.cpp Lines 950 to 961 in c4279fe
If the instance is flagged as dirty, then we will mark the shadows as dirty. But we could also do it manually when blend shapes are modified: godot/servers/rendering/renderer_scene_cull.cpp Lines 884 to 889 in c4279fe
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Tested versions
Reproducible in 2ba22d1 (custom build from 2 days ago)
System information
Windows 10.0.19044 - dedicated NVIDIA GeForce RTX 2080 (NVIDIA; 31.0.15.5186) - Intel(R) Core(TM) i7-8700K CPU @ 3.70GHz (12 Threads)
Issue description
If you change a MeshInstance's blend shapes using code
set_blend_shape_value
in e.g._process
, then shadows of an OmniLight3D will not update until you also move the mesh (e.g. by nudging theposition
value slightly).This happens in Compatibility, Mobile and Forward+ renderers.
Steps to reproduce
See above.
Minimal reproduction project (MRP)
blend-shapes-dont-update-shadows.zip
The cube is animated via blend shapes only. Uncommenting the last line in the cube's script will fix shadows not updating. Change renderer to any other and observe the same problem.
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