There is this workaround in place to prevent the engine from dealing with infinite radius lights:
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if (radius == Float.POSITIVE_INFINITY) { |
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radius = Float.MAX_VALUE; |
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} |
but it might still lead to unexpected behavior due to type overflow in the shaders' math and potentially in other places in the engine.
A better workaround would be to limit the radius to MAX_VALUE/4 or something like that.
Afaik infinite radius point lights are used only by the gltf loader, and will not be used anymore after #2549 .
This might also be connected to #2565
There is this workaround in place to prevent the engine from dealing with infinite radius lights:
jmonkeyengine/jme3-core/src/main/java/com/jme3/light/PointLight.java
Lines 169 to 171 in 8cc3086
but it might still lead to unexpected behavior due to type overflow in the shaders' math and potentially in other places in the engine.
A better workaround would be to limit the radius to MAX_VALUE/4 or something like that.
Afaik infinite radius point lights are used only by the gltf loader, and will not be used anymore after #2549 .
This might also be connected to #2565