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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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@@ -472,8 +472,8 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint
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const Vector2 *src = array.ptr();
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for (int i = 0; i < p_vertex_array_len; i++) {
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uint16_t uv[2] = { Math::make_half_float(src[i].x), Math::make_half_float(src[i].y) };
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memcpy(&aw[p_offsets[ai] + i * p_attrib_stride], uv, 2 * 2);
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float uv[2] = { src[i].x, src[i].y };
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memcpy(&aw[p_offsets[ai] + i * p_attrib_stride], uv, 2 * 4);
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}
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} break;
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case RS::ARRAY_CUSTOM0:
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