bevyengine / bevyengine/bevy

Sometimes, lights have an effect through walls

Open
#19,126 2 comments 0 reactions 0 assignees View on GitHub
A-Rendering C-Bug
Dominant language
Rust
Stars
48.2k
Forks
4.8k
Avg merge
3d 22h
Merged PRs (30d)
161

Description

## Bevy version

0.16

## Relevant system information

```ignore
AdapterInfo { name: "ANGLE (AMD, AMD Radeon RX 7900 XTX (radeonsi navi31 LLVM 19.1.7), OpenGL 4.6)", vendor: 4098, device: 0, device_type: Other, driver: "", driver_info: "WebGL 2.0 (OpenGL ES 3.0 Chromium)", backend: Gl }
```

## What you did

Setup a scene with some point lights and walls with normal maps

## What went wrong

The light has an effect through walls until I reload the level 3 times:
https://github.com/user-attachments/assets/8021e55f-1c03-4539-929e-0b3e2f97ac60

## Additional information

Looks like an ordering ambiguity to me.
This is on Wasm. It has happened on native before, but didn't happen anymore once I no longer shoved all meshes into `RENDER_WORLD` only. But if it's indeed an ambiguity, that does not mean that the render usages are correlated with the bug.

Contributor guide

Open the contributing guide

Research direction

Reproduce the issue on Bevy 0.16 with a scene containing point lights, walls, and normal maps, using the reported WebAssembly environment if possible. Check whether the lighting changes after reloading the level three times and investigate the reported ordering ambiguity. Done means lights no longer affect surfaces through walls across reloads.

Written by the indexing model from the issue text.

Assessment

Tech stack
rust, wasm
Domain
computer-graphics, game-dev
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
35/100

Get new issues in your inbox

A short digest of beginner-friendly GitHub issues.