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godot/servers/rendering/dummy
jon1solution 979d3e58d0 Keeping the top N lights per mesh in the culling phase.
Previously, each mesh was paired up with the first N of each Omni- and Spot-lights.
Now each light is scored based on its distance to the mesh, energy, and range.
The new code uses a heap to track the best N lights (of each type) for predictability.
2026-02-02 08:59:30 -08:00
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environment
storage DrawableTextures 2026-01-29 01:16:06 -08:00
SCsub
rasterizer_canvas_dummy.h Implement the count parameter in RenderingServer.canvas_item_add_triangle_array() 2025-05-14 22:52:30 +09:00
rasterizer_dummy.h Add Stretch Modes for Splash Screen 2025-10-21 18:20:44 -04:00
rasterizer_scene_dummy.h Keeping the top N lights per mesh in the culling phase. 2026-02-02 08:59:30 -08:00