mirror of https://github.com/godotengine/godot
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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| .. | ||
| api.cpp | ||
| autoencoder.cpp | ||
| autoencoder.h | ||
| buffer.h | ||
| common.h | ||
| device.cpp | ||
| device.h | ||
| filter.cpp | ||
| filter.h | ||
| image.h | ||
| input_reorder.h | ||
| math.h | ||
| network.cpp | ||
| network.h | ||
| node.h | ||
| output_reorder.h | ||
| transfer_function.cpp | ||
| transfer_function.h | ||
| upsample.h | ||
| weights_reorder.h | ||