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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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@@ -2394,7 +2394,7 @@ void RendererSceneCull::_frustum_cull(CullData &cull_data, FrustumCullResult &cu
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cull_result.gi_probes.push_back(RID::from_uint64(idata.instance_data_rid));
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} else if (base_type == RS::INSTANCE_LIGHTMAP) {
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cull_result.gi_probes.push_back(RID::from_uint64(idata.instance_data_rid));
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cull_result.lightmaps.push_back(RID::from_uint64(idata.instance_data_rid));
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} else if (((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) && !(idata.flags & InstanceData::FLAG_CAST_SHADOWS_ONLY)) {
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bool keep = true;
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