0 votes

I'm making first attempts at 3d programming,
Generating a terrain with cliffs - it works well except I can't see shadows when using GLSE2.

I have a simple scene with the generated terrain, a directional light with shadows enabled and a couple of capsule meshes to test shadowing. The terrain should also cast shadows on itself (from the cliffs to the ground).

As far as I know I did not use any GLSE3 features, but the shadows do not appear in GLSE2.

Using GLSE3 the shadows do appear, and also the mesh looks significantly darker (even outside of the shadows) - maybe this is a hint to what is going on?

The terrain is generated using SurfaceTool x2 (two surfaces, single mesh).
The two materials are default SpatialMaterial with textures for normal_map, albedo, roughness, ao.

The extra-weird thing is in the in-editor preview I did see the shadows (in GLSE2 renderer) but they disappeared after I restarted the editor (without changing any setting).

Here is an example project showing the problem:
https://github.com/Iftahh/example-shadows-not-working

See screenshots: https://imgur.com/a/zKu6C3h

Godot version 3.4.4
in Engine by (23 points)

Please log in or register to answer this question.

Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read Frequently asked questions and How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to [email protected] with your username.