gazebosim / gazebosim/gz-rendering
Point lights do not respect the material's cast shadows property (ogre2)
- Dominant language
- C++
- Stars
- 81
- Forks
- 90
- Avg merge
- 1d 13h
- Merged PRs (30d)
- 10
Description
## Environment
* OS Version: Ubuntu 22.04
* Source or binary build?
Source, Harmonic, gz-sim8 branch.
* If this is a GUI or sensor rendering bug, describe your GPU and rendering system. Otherwise delete this section.
- Rendering plugin: [ogre2].
## Description
* Expected behavior: Point light should not cast shadows on objects that has a material with CastShadows set to `false`
* Actual behavior: Point light ignores cast shadows property.
## Steps to reproduce
With gz-sim,
1. `gz sim -v 4 shapes.sdf`
2. Add a point light using the GUI (via the `Lights` GUI plugin if not already open)
3. Click on the point light, go to the component inspector and set `Range` to 10 and toggle `Cast shadows` to true.
4. Click on rotate icon in the transform control tool and select the box to see that the rotate visual casts shadows:
## Output
Contributor guide
Research direction
Start by reproducing the issue with `gz sim -v 4 shapes.sdf` using the Ogre2 rendering plugin, then inspect the point-light and material shadow handling involved in the rendering path. Done means a point light with shadows enabled no longer casts shadows on objects whose material has `CastShadows` set to `false`.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- computer-graphics
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100