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When enabling stereo rendering, reflection probes in compatibility renderer stops working.
Steps to reproduce
Easiest way to reproduce is to take a scene that has a working reflection probe, add an XROrigin3D node, add an XRCamera3D node, then add the following code:
extends Node3D
func _ready():
var interface = XRServer.find_interface("Native mobile")
if interface and interface.initialize():
get_viewport().use_xr = true
@lander-vr I haven't investigated this far enough yet, but I wonder if the changes you made could be stopping this from working. In stereo rendering we're not doing the screen flip, so possibly there is an issue in calculating the area of the probe.
Tested versions
System information
Windows 11 - Godot 4.4-dev
Issue description
When enabling stereo rendering, reflection probes in compatibility renderer stops working.
Steps to reproduce
Easiest way to reproduce is to take a scene that has a working reflection probe, add an XROrigin3D node, add an XRCamera3D node, then add the following code:
Minimal reproduction project (MRP)
stereo_light_probe_issue.zip
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