: Discuss the Shadow Map Atlas system. The engine allocates "quadrants" of a larger texture to store shadow data for different lights. The bug involves the logic that decides which quadrant (resolution/detail level) a light should use based on its distance and importance.
If you are looking to prepare a piece regarding this specific technical issue or its broader implications for game development, Topic Overview: Shadow Map Atlas Problems 29362.mp4
Shadow Map atlas quadrant selection problem · Issue #80064 - GitHub : Discuss the Shadow Map Atlas system
: Describe the visual artifact where shadows fail to render correctly even though the light source is in view. Explain the "perpendicular provocation," where the bug is most likely to trigger when the camera is perpendicular to the light source. If you are looking to prepare a piece
The file 32e29362-751d-4df0-99bb-9b2150ac111b.mp4 (shortened to in some contexts) demonstrates a visual bug in Godot 4.1.1. The issue occurs when the camera is at specific angles relative to positional light sources, causing the engine to select the incorrect quadrant for shadow maps, resulting in flickering or disappearing shadows. Key Discussion Points for a "Piece"
If you are writing an article or technical script about this, consider these segments:
: According to community findings on GitHub , users can mitigate this by manually setting the shadow atlas quadrant subdivisions to a consistent value (e.g., 4) in all quadrants, which forces the engine to avoid the faulty dynamic switching logic.