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Fix shadow retention by keying off the RetainedViewEntity, not the light's render world entity. #17749

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merged 1 commit into from
Feb 9, 2025

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@pcwalton pcwalton commented Feb 9, 2025

Right now, we key the cached light change ticks off the LightEntity. This uses the render world entity, which isn't stable between frames. Thus in practice few shadows are retained from frame to frame. This PR fixes the issue by keying off the RetainedViewEntity instead, which is designed to be stable from frame to frame.

light's render world entity.

Right now, we key the cached light change ticks off the `LightEntity`.
This uses the render world entity, which isn't stable between frames.
Thus in practice few shadows are retained from frame to frame. This PR
fixes the issue by keying off the `RetainedViewEntity` instead, which is
designed to be stable from frame to frame.
@pcwalton pcwalton added A-Rendering Drawing game state to the screen C-Bug An unexpected or incorrect behavior S-Needs-Review Needs reviewer attention (from anyone!) to move forward labels Feb 9, 2025
@IceSentry IceSentry added S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it and removed S-Needs-Review Needs reviewer attention (from anyone!) to move forward labels Feb 9, 2025
@superdump superdump added this pull request to the merge queue Feb 9, 2025
Merged via the queue into bevyengine:main with commit 9f9373c Feb 9, 2025
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A-Rendering Drawing game state to the screen C-Bug An unexpected or incorrect behavior S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it
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5 participants