Clustered lighting with NME has glitches

Hey there,

Following How to use clustered lighting with PBR NME - #3 by CrashMaster

I see, Clustered Lighting support has landed in NME with this PR: Material: Add support for clustered lights to node materials by Popov72 · Pull Request #17180 · BabylonJS/Babylon.js · GitHub

So tried again my PG from last topic and I have weird visual glitches:

I am getting this error:

Uncaught (in promise) TypeError: can't access property "program", t is null
    bindSamplers thinEngine.ts:3787
    enableEffect thinEngine.ts:2292
    apply postProcess.ts:1067
    directRender postProcessManager.ts:136
    s rgbdTextureTools.ts:99
    executeWhenCompiled effect.ts:625
    s rgbdTextureTools.ts:93
    notifyObserver observable.ts:473
    add observable.ts:275
    addOnce observable.ts:300
    s rgbdTextureTools.ts:92
    s tslib.es6.mjs:147
    s tslib.es6.mjs:128
    a tslib.es6.mjs:118
thinEngine.ts:3787:26

WebGL warning: texImage: No texture bound to TEXTURE_2D[31]. 

I read the updated documentation but I don’t see what I am missing, any idea?

Regarding the visual glitches, see:

Using glTF falloff makes your PG work:

Note that I couldn’t reproduce the error you got.

To illustrate, here are two PGs showing the Sponza scene with node materials:

Oh I didn’t re-read the older parts of the doc my bad ^^’ I got the error only when using firefox (not in Chrome).

Anyway, it works very well with the GLTF falloff :ok_hand: Thanks for your fast answer!