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Assorted fixes to UV unwrapping and GPU lightmapper
Various fixes to UV2 unwrapping and the GPU lightmapper. Listed here for context in case of git blame/bisect: * Fix UV2 unwrapping on import, also cleaned up the unwrap cache code. * Fix saving of RGBA images in EXR format. * Fixes to the GPU lightmapper: - Added padding between atlas elements, avoids bleeding. - Remove old SDF generation code. - Fix baked attenuation for Omni/Spot lights. - Fix baking of material properties onto UV2 (wireframe was wrongly used before). - Disable statically baked lights for objects that have a lightmap texture to avoid applying the same light twice. - Fix lightmap pairing in RendererSceneCull. - Fix UV2 array generated from `RenderingServer::mesh_surface_get_arrays()`. - Port autoexposure fix for OIDN from 3.x. - Save debug textures as EXR when using floating point format.
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@@ -169,7 +169,7 @@ Error save_exr(const String &p_path, const Ref<Image> &p_img, bool p_grayscale)
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{ 0 }, // R
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{ 1, 0 }, // GR
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{ 2, 1, 0 }, // BGR
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{ 2, 1, 0, 3 } // BGRA
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{ 3, 2, 1, 0 } // ABGR
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};
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int channel_count = get_channel_count(format);
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