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Lightmaps break when deferred rendering is enabled #13552

@GitGhillie

Description

@GitGhillie

Bevy version

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Relevant system information

Windows 10

AdapterInfo { name: "AMD Radeon RX 7900 XT", vendor: 4098, device: 29772, device_type: DiscreteGpu, driver: "AMD proprietary driver", driver_info: "24.5.1 (LLPC)", backend: Vulkan }

What you did

  • Go to the lightmaps example
  • Add .insert_resource(Msaa::Off) and .insert_resource(DefaultOpaqueRendererMethod::deferred()) to the app.
  • Add .insert(DeferredPrepass) or .insert(ScreenSpaceReflectionsBundle::default()) to the camera.

What went wrong

It looks like this:
image

Other lights seem to work as normal.

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    A-RenderingDrawing game state to the screenC-BugAn unexpected or incorrect behavior

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