Point light flickering / pop-out pop-in issues 0.19
- Dominant language
- Rust
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- Merged PRs (30d)
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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
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