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Disable lights for objects with baked lighting
Don't apply lighting to objects when they have a lightmap texture and the light is set to BAKE_ALL. This prevents applying the same direct light twice on the same object and makes setting up scenes with mixed lighting much easier.
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@@ -1772,6 +1772,7 @@ void VisualServer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("light_set_cull_mask", "light", "mask"), &VisualServer::light_set_cull_mask);
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ClassDB::bind_method(D_METHOD("light_set_reverse_cull_face_mode", "light", "enabled"), &VisualServer::light_set_reverse_cull_face_mode);
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ClassDB::bind_method(D_METHOD("light_set_use_gi", "light", "enabled"), &VisualServer::light_set_use_gi);
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ClassDB::bind_method(D_METHOD("light_set_bake_mode", "light", "bake_mode"), &VisualServer::light_set_bake_mode);
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ClassDB::bind_method(D_METHOD("light_omni_set_shadow_mode", "light", "mode"), &VisualServer::light_omni_set_shadow_mode);
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ClassDB::bind_method(D_METHOD("light_omni_set_shadow_detail", "light", "detail"), &VisualServer::light_omni_set_shadow_detail);
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@@ -2154,6 +2155,10 @@ void VisualServer::_bind_methods() {
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BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE);
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BIND_ENUM_CONSTANT(LIGHT_PARAM_MAX);
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BIND_ENUM_CONSTANT(LIGHT_BAKE_DISABLED);
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BIND_ENUM_CONSTANT(LIGHT_BAKE_INDIRECT);
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BIND_ENUM_CONSTANT(LIGHT_BAKE_ALL);
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BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_DUAL_PARABOLOID);
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BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_CUBE);
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BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_DETAIL_VERTICAL);
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