bevyengine / bevyengine/bevy

Point light flickering / pop-out pop-in issues 0.19

Open
#24,864 6 comments 0 reactions 0 assignees View on GitHub
A-Rendering C-Bug S-Needs-Investigation
Dominant language
Rust
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Description

## Bevy version and features

0.19

## What you did

Ported 0.18 -> 0.19

Video here: https://www.youtube.com/watch?v=jUOMN9ljy8Y

You can see point light popping in and out and in again, even when "just" zooming in. Visible in many places in the above video. Not happening in 0.18.

## What went wrong

Point lights disappearing and re-appearing.

## Additional information

_Camera_

Camera3d + Projection::Orthographic: scale: 0.02, ScalingMode::FixedVertical { viewport_height: 1080.0 }, near: -500.0
Transform: positioned at (25, 25, 25), looking_at(Vec3::ZERO, Vec3::Y) — 45° azimuth, ~35° elevation isometric
Also on the camera: Bloom::default(), DepthPrepass, EnvironmentMapLight, HDR default

_Point light_

PointLight { intensity: 12000.0, range: 4.5, shadow_maps_enabled: false, ..default() }
Positioned 0.45 units above a terrain mesh surface (custom heightmap mesh, rendered with an ExtendedMaterial splat shader)
Its color is animated each frame between two colors (e.g. srgb(0.20, 0.80, 1.00) ↔ srgb(0.10, 0.40, 0.90)), full cycle every 8 s

Contributor guide

Open the contributing guide

Research direction

Reproduce the issue in Bevy 0.19 using the described orthographic camera, terrain mesh, animated point light, and rendering features, then compare the result with Bevy 0.18. Trace the point-light rendering and visibility behavior involved in the pop-in; done means the light remains consistently visible while zooming and the regression is covered by a test or reproducible case.

Written by the indexing model from the issue text.

Assessment

Tech stack
rust
Domain
computer-graphics, game-dev
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Quiet
Clarity
Needs clarification
Newbie friendliness
45/100

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