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authorHugo Locurcio <hugo.locurcio@hugo.pro>2022-05-10 23:21:17 +0200
committerHugo Locurcio <hugo.locurcio@hugo.pro>2022-06-23 22:34:23 +0200
commit610363add0335b1faf7df6fa02902e8e85c4c082 (patch)
treeb5ee1d3e87c63ac36b317d7a3564827b9b2e56af /servers/rendering/renderer_rd
parent462127eff08c8ca60a1e4a476153bdb60d63b890 (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')
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h2
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h2
2 files changed, 2 insertions, 2 deletions
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
index dd3d14f0a8..83f69e0674 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
@@ -536,7 +536,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
AABB aabb;
bool use_dynamic_gi = false;
- bool use_baked_light = false;
+ bool use_baked_light = true;
bool cast_double_sided_shadows = false;
bool mirror = false;
bool dirty_dependencies = false;
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