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godot/servers/rendering/renderer_rd/forward_mobile
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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SCsub SCons: Add unobtrusive type hints in SCons files 2024-09-25 09:34:35 -05:00
render_forward_mobile.cpp Keeping the top N lights per mesh in the culling phase. 2026-02-02 08:59:30 -08:00
render_forward_mobile.h Keeping the top N lights per mesh in the culling phase. 2026-02-02 08:59:30 -08:00
scene_shader_forward_mobile.cpp Apply fixed size properly for mono/stereo rendering. 2026-01-20 23:19:45 +11:00
scene_shader_forward_mobile.h Implement point size emulation in the forward shader for D3D12. 2025-12-02 17:36:31 +03:00