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authorjfons <joan.fonssanchez@gmail.com>2021-09-07 17:44:50 +0200
committerjfons <joan.fonssanchez@gmail.com>2021-09-27 17:04:56 +0200
commit9e1810695c926286ddfe3e1614a6a54044583ac0 (patch)
tree210e6b684ae8bda9daf0c1e0e06246fb4f13fc2b /editor/icons/WorldBoundaryShape2D.svg
parent10801b90f99eb67b2999e3dc8f42cc82c7799f3e (diff)
Auto LOD fixes and improvements
* Fixed LODs for shadow meshes. * Added a merging step before simplification. This helps with tesselated meshes that were previously left untouched. The angle difference at wich edges ar considered "hard" can be tweaked as an import setting. * LODs will now start with the highest decimation possible and keep doubling (approximately) the number of triangles from there. This makes sure that very low triangle counts are included when possible. * Given more weight to normal preservation. * Modified MeshOptimizer to report distance-based error instead of including attributes in the reported metrics. * Added attribute transference between the original mesh and the various LODs. Right now only normals are taken into account, but it could be expanded to other attributes in the future.
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