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mirror of https://github.com/godotengine/godot.git synced 2026-01-06 19:41:11 +00:00

Adjust LOD selection metrics to use attribute error

- Revert meshoptimizer patch; the metric used for LOD selection now
incorporates attribute error
- Since LOD selection is now aware of attribute deviation, we don't
need to use a higher normal weight
- To prevent normal creases from creating input triangles with very
large normal deviation, reduce default normal merge threshold
- Since we now use combined metric to select LODs, we never need LODs
with error>1 as these should not be selected if the mesh is visible.
This commit is contained in:
Arseny Kapoulkine
2025-05-18 17:38:54 +03:00
parent c3ae6aa10b
commit 6190d412d3
4 changed files with 6 additions and 19 deletions

View File

@@ -2080,7 +2080,7 @@ void ResourceImporterScene::get_internal_import_options(InternalImportCategory p
r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "generate/shadow_meshes", PROPERTY_HINT_ENUM, "Default,Enable,Disable"), 0));
r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "generate/lightmap_uv", PROPERTY_HINT_ENUM, "Default,Enable,Disable"), 0));
r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "generate/lods", PROPERTY_HINT_ENUM, "Default,Enable,Disable"), 0));
r_options->push_back(ImportOption(PropertyInfo(Variant::FLOAT, "lods/normal_merge_angle", PROPERTY_HINT_RANGE, "0,180,0.1,degrees"), 60.0f));
r_options->push_back(ImportOption(PropertyInfo(Variant::FLOAT, "lods/normal_merge_angle", PROPERTY_HINT_RANGE, "0,180,1,degrees"), 20.0f));
} break;
case INTERNAL_IMPORT_CATEGORY_MATERIAL: {
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "use_external/enabled", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), false));
@@ -2514,7 +2514,7 @@ Node *ResourceImporterScene::_generate_meshes(Node *p_node, const Dictionary &p_
//do mesh processing
bool generate_lods = p_generate_lods;
float merge_angle = 60.0f;
float merge_angle = 20.0f;
bool create_shadow_meshes = p_create_shadow_meshes;
bool bake_lightmaps = p_light_bake_mode == LIGHT_BAKE_STATIC_LIGHTMAPS;
String save_to_file;