Godot version:
3.x trunk
OS/device including version:
ubuntu 18.04, nvidia
Issue description:
I have two meshes, one in VisualInstance layer 1 and the other in layer 2. I'd like the DirectionalLight to only affect one mesh but toggling the Cull Mask layers in the inspector has no effect on the scene at all (even toggling off all cull mask layers the scene is still illuminated).
Switching the DirectionalLight to invisible hides the light source from the scene.
I also have this problem.
Godot 3.0.6 Stable
Still effects 3.1 alpha 2
I’m still having this issue as well in 3.1 alpha 3 — the cull mask on directional lights doesn’t seem to do anything whatsoever :L
Just ran into this same issue right now. If it matters, I'm using alpha 3, Ubuntu 18.04
Implementing this in current GLES3 renderer is pretty much impossible. I will work on it on the Vulkan port.
Seems it also affects the GLES2 renderer.
same problem with GLES 2
as I understand "Cull Mask" for lights still not implemented, in 3.2 Godot stable...
@danilw This is indeed the case; it will only be implemented in Godot 4.0.
alright, that's why it won't work for me
In the 3.2
 branch, we should find a way to hide the Cull Mask property in DirectionalLight (but not other light types), and in all light types when using the GLES2 renderer.
This still appears to be an issue. Is this still being tracked?
@ConnorDY We can't implement this feature in the 3.2
branch, but it's implemented now in the master
branch:
All we can do in 3.2
now is hide the Cull Mask property in DirectionalLight in Godot 3.2 (and print a warning when attempting to change its value).
Most helpful comment
@ConnorDY We can't implement this feature in the
3.2
branch, but it's implemented now in themaster
branch:All we can do in
3.2
now is hide the Cull Mask property in DirectionalLight in Godot 3.2 (and print a warning when attempting to change its value).