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Fix point light count limit (#16062)
# Objective - I made a mistake in #15902, specifically [this diff](e2faedb99c
) -- the `point_light_count` variable is used for all point lights, not just shadow mapped ones, so I cannot add `.min(max_texture_cubes)` there. (Despite `spot_light_count` having `.min(..)`) It may have broken code like this (where `index` is index of `point_light` vec):9930df83ed/crates/bevy_pbr/src/render/light.rs (L848-L850)
and also causes panic here:9930df83ed/crates/bevy_pbr/src/render/light.rs (L1173-L1174)
## Solution - Adds `.min(max_texture_cubes)` directly to the loop where texture views for point lights are created. ## Testing - `lighting` example (with the directional light removed; original example doesn't crash as only 1 directional-or-spot light in total is shadow-mapped on webgl) no longer crashes on webgl
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1 changed files with 2 additions and 3 deletions
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@ -749,8 +749,7 @@ pub fn prepare_lights(
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let point_light_count = point_lights
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.iter()
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.filter(|light| light.1.spot_light_angles.is_none())
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.count()
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.min(max_texture_cubes);
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.count();
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let point_light_volumetric_enabled_count = point_lights
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.iter()
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@ -1060,7 +1059,7 @@ pub fn prepare_lights(
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for &(light_entity, light, (point_light_frusta, _)) in point_lights
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.iter()
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// Lights are sorted, shadow enabled lights are first
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.take(point_light_count)
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.take(point_light_count.min(max_texture_cubes))
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{
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let Ok(mut light_view_entities) = light_view_entities.get_mut(light_entity) else {
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continue;
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