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author | jfons <joan.fonssanchez@gmail.com> | 2021-04-25 23:36:39 +0200 |
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committer | jfons <joan.fonssanchez@gmail.com> | 2021-05-03 18:10:34 +0200 |
commit | 6995b0429c5b42d41cc4d1851ea1f2272f121a26 (patch) | |
tree | 4356830f39c5efbc959b5d8dcdff472a5e96fa75 /logo.svg | |
parent | eb57dcdb909dd45eaff6e25858a1907e13df4f59 (diff) |
Assorted fixes to UV unwrapping and GPU lightmapper
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.
Diffstat (limited to 'logo.svg')
0 files changed, 0 insertions, 0 deletions