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FineTune HDR and Other Stuff
-=-=-=-=-=-=-=-=-=-=-=-=-=- -More parameters to ESM shadows -LightMap Octree now can bake to "hdr" (use HDR8 for now) -New resource PolygonPathFinder, polygon based pathfinder using A-star algorithm. (will add nodes to use it more easily soon)
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@@ -1498,11 +1498,16 @@ void BakedLightBaker::update_octree_image(DVector<uint8_t> &p_image) {
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w[i+3]=0xFF;
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}
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float multiplier=1.0;
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if (baked_light->get_format()==BakedLight::FORMAT_HDR8)
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multiplier=8;
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encode_uint32(baked_octree_texture_w,&w[0]);
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encode_uint32(baked_octree_texture_h,&w[4]);
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encode_uint32(0,&w[8]);
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encode_float(1<<lattice_size,&w[12]);
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encode_uint32(octree_depth-lattice_size,&w[16]);
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encode_uint32(multiplier,&w[20]);
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encode_float(octree_aabb.pos.x,&w[32]);
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encode_float(octree_aabb.pos.y,&w[36]);
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@@ -1538,6 +1543,7 @@ void BakedLightBaker::update_octree_image(DVector<uint8_t> &p_image) {
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const double *normptr=norm_arr.ptr();
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int lz=lights.size();
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mult/=multiplier;
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for(int i=0;i<octant_count;i++) {
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