and i have this warning in Chrome 91 / macOS Big Sur 11.4
[.WebGL-0x7fee69cb5600]GL ERROR :GL_INVALID_OPERATION : glDrawElements: Texture bound to texture unit 0 with internal format GL_DEPTH_COMPONENT32F is not compatible with sampler type GL_SAMPLER_2D
Ok, i have tryied to update parameters but it didnāt change anything.
I have another question on lighting topic. Many elements in my scene are static, like buildings.
If i understand well, using lightmaps could be a good performance improvement.
My building model donāt have āLightmappedā option activated, so shadows are calculated in realtime. If i activate the option, i have the warning āUV1 is missingā.
When i check the model, i didnāt have the āPipelineā option on the right panel, like in the doc (Runtime Lightmaps | Learn PlayCanvas)
Unfortunately, unwrap UV is not available with GLB at the moment. You would either have to use the older JSON format or unwrap the UVs in the modelling program before importing them
I noticed in my projects that when selecting a model that has a UV1 to be lightmapped, the editor will still say that UV1 is missing. Since I had my own lightmaps, it didnāt affect me much, but seeing this thread, I thought I would mention it here.
What I mean is choosing a RenderElement that does indeed have a UV1 will still show as having no UV1 when selected for lightmapping in the editor for runtime lightmaps.
The clustered lighting is a way to go with many lights. Iām not sure what the problem is with that warning you get, itās not something obvious. Do you not get that warning when clustered lights are disabled?
Without clustered lights, you should be able to enable / disable lights as needed, but each time a new number of lights is used a new shader gets compiled, which takes 100s of ms for more complex shaders. Eventually the cache would contain all variants needed, but thatās not a solution.