godotengine / godotengine/godot
High texel density in large scenes crashes lightmap baking
- Dominant language
- C++
- Stars
- 117k
- Forks
- 26.8k
- PR merge metrics
- PR metrics pending
Description
### Tested versions
v4.3.rc.custom_build [4359c28fe]
### System information
Ubuntu 22.04
### Issue description
Supersedes https://github.com/godotengine/godot/issues/86416
As I talked with @clayjohn in todays Render Meeting, baking lightmaps in large scenes with high texel density still crash the lightamap bake (This is after the fix of cowdata 64bits)
### Steps to reproduce
1) Download TPSDemo
2) Reimport the next scenes with texel density 0.1 (default) in the import tab
- res://level/geometry/models/core.glb
- res://level/geometry/models/structure.glb
- res://level/geometry/models/props.glb
3) Remove VoxelGI (Game wont run because you have to remove references in code to VoxelGI)
4) Add a LightmapGI
5) Add new camera Attribute to LightmapGI
6) Set LightmapGI quality to low
7) Set LightmapGI texel_scale to 1.5 (or 2 to be sure)
8) Bake LightmapGI
It will crash
### Minimal reproduction project (MRP)
TPSDemo
Contributor guide
Research direction
Start with the TPSDemo reproduction and reimport res://level/geometry/models/core.glb, structure.glb, and props.glb at texel density 0.1. Follow the listed LightmapGI setup, including texel_scale 1.5 or 2, and confirm the bake crash; done means the same large-scene bake completes without crashing.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp, godot
- 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