OpenGL stereo render issue on Quest when shadow is enabled #83060
Closed
Description
Godot version
4.2 dev6
System information
Quest - Godot 4.2-dev6 - GL_compatibility renderer - OpenXR Loader 2.0.0 dev2
Issue description
Enabling shadow when using the OpenGL renderer in stereo on Quest devices causes rendering issues. The issue only happens when XR is enabled. Running the same project without stereo doesn't cause rendering issues.
See videos below:
- With shadows enabled:
com.example.testopenglshadowinvr-20231009-102111.mp4
- With shadows disabled:
com.example.testopenglshadowinvr-20231009-102301.mp4
Steps to reproduce
- Create a new OpenXR project using gl_compatibility renderer
- Add directional lights with shadow enabled (the default setting)
- Export and run the project on a Quest device
Minimal reproduction project
- Unzip and open the link repro project: https://drive.google.com/file/d/1TZuFhMVjankMpUpePADf5kIi0RjhTCgS/view?usp=sharing
- Install android build templates
- Export and run the project to a Quest device