Lucent lighting flickers slightly
KittyNath opened this issue ยท 2 comments
Bug Description
Lucent provides dynamic lights (light emitted from holding a torch, etc). With Embeddium installed, the dynamic light source snaps to center of the block instead of following the player smoothly. This behaviour doesn't change with adding Embeddium++ and Oculus. Lucent settings: smoothBlending
enabled, threadedRendering
both enabled and disabled tested
Reproduction Steps
- Install both Lucent and Embeddium on Forge 1.20.1
- hold a torch in a dark cave
- walk around and observe the jank
Log File
This is likely caused by Lucent using 8 bits to store the rendered light value. Vanilla only uses the top 4 bits, and many of the functions in vanilla that interact with the lightmap also assume 4-bit values.
This cannot be fixed before we stop remaining compatible with Sodium 0.5.8 addons, as it requires making a major change to Embeddium's light code that will break Indium at the very least, and likely other add-ons.
In my testing with a standalone instance, the light blending is still smooth enough to be tolerable even with this limitation.
I spent some more time investigating this today, and I'm not sure it's worth fixing, especially since Forge's own lighting pipeline (when enabled) also makes the assumption that only 4 bits matter, and thus has the same flickering problem. If we do opt to fix this, it will likely be in 1.21 or later.