Comments (3)
It's likely a race condition problem. The relighting thread occasionally has to clear all the light within a certain radius. But the chunk tesselation thread runs independent and so may end up tesselating a chunk exactly in the moment an area of light has been cleared.
Not sure whats the optimum solution for this.
a.) Non blocking: The relighting thread only works on a copy of the light array. Bug free but will slow down relighting due to constant copying back and forth of the light array. Might need some intelligent way to reduce copying during lighting heavy lighting work. Maybe 2 light arrays per chunk whose reference are getting flipped after every relight?
b) Blocking: Disallow tesselation of currently relit chunks. This may cause chunks to update very slowly for the players if a relight heavy task is done on it. Probably pretty bad to do it this way
c) Watery: Somehow prevent currently spreading water from causing light updates every few frames?
d) Mathy: Avoid the expensive light updates altogether when they lighting hardly changes?
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I can confirm this issue, but on my end it's not consistent (which is interesting).
from vintagestory-issues.
Is it fixed? I can't reproduce it in the latest versions
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