Age | Commit message (Collapse) | Author |
|
Occlusion culling fixes
|
|
Auto LOD fixes and improvements
|
|
Fixes some issues found by UBSAN and other misc things:
* Fixed memory leak on exit.
* Properly align ray packet buffer to 64 bytes.
* Added some compiler flags from Embree's build system.
* Fixed ray masks.
|
|
|
|
|
|
* 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.
|
|
Occlusion culling fixes
|
|
Minor patch upgrade. Enabling ray packets results in faster
processing of ray streams (i.e. occlusion culling buffer
updates) at the cost of slightly larger binary sizes.
|
|
|
|
|
|
|
|
Since Embree v3.13.0 supports AARCH64, switch back to the
official repo instead of using Embree-aarch64.
`thirdparty/embree/patches/godot-changes.patch` should now contain
an accurate diff of the changes done to the library.
|
|
(cherry picked from commit 20717990fd2a7ad300fd9c6fab0394f25e3b7294)
|
|
Fixes #48482.
(cherry picked from commit e53422c8f96770c9a9b7497955c84f4b742fdd73)
|
|
|
|
|
|
Added an occlusion culling system with support for static occluder meshes.
It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`.
Occluders are defined via the new `Occluder3D` resource and instanced using the new
`OccluderInstance3D` node. The occluders can also be automatically baked from a
scene using the built-in editor plugin.
|