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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-05-10 23:21:17 +0200 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-06-23 22:34:23 +0200 |
commit | 610363add0335b1faf7df6fa02902e8e85c4c082 (patch) | |
tree | b5ee1d3e87c63ac36b317d7a3564827b9b2e56af /servers/rendering/renderer_rd/forward_mobile | |
parent | 462127eff08c8ca60a1e4a476153bdb60d63b890 (diff) |
Use the Static global illumination mode in GeometryInstance3D by default
This makes VoxelGI and SDFGI work out of the box with primitive meshes,
loaded OBJ meshes and CSG nodes.
Diffstat (limited to 'servers/rendering/renderer_rd/forward_mobile')
-rw-r--r-- | servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h index 1b2df0ab9f..82e6c52c43 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h @@ -591,7 +591,7 @@ protected: RID material_overlay; AABB aabb; - bool use_baked_light = false; + bool use_baked_light = true; bool cast_double_sided_shadows = false; // bool mirror = false; // !BAS! Does not seem used, we already have this in the main struct |