DeferredTexturing
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Light clustering issue
I noticed a rare issue with clustered spotlights which only appears at certain positions and orientations.
The issue can be reproduced using following camera position and orientation (replace the following code in
BindlessDeferred::InitializeScene() line 1063:
camera.SetPosition(Float3(3.49f, 1.76f, 0.49f));
camera.SetXRotation(-0.26f);
camera.SetYRotation(4.7f);
I also noticed, setting the scaleCorrection to 1.0f in BindlessDeferred::UpdateLights() before calculating light bounds, "fixes" the issue (though from your comment on it, this probably causes other issues due to inaccurate bounds ^^)