From 7658dc6e7e75e225d0e09f4c2744e63d7a934a78 Mon Sep 17 00:00:00 2001 From: Bastiaan Olij Date: Sat, 29 Oct 2022 01:14:53 +1100 Subject: Add optional UV2 logic for lightmapping to primitive shapes --- doc/classes/PrimitiveMesh.xml | 6 ++++++ doc/classes/ProjectSettings.xml | 3 +++ 2 files changed, 9 insertions(+) (limited to 'doc') diff --git a/doc/classes/PrimitiveMesh.xml b/doc/classes/PrimitiveMesh.xml index 7a411b27ac..b1c8907d8e 100644 --- a/doc/classes/PrimitiveMesh.xml +++ b/doc/classes/PrimitiveMesh.xml @@ -34,6 +34,9 @@ + + If set, generates UV2 UV coordinates applying a padding using the [member uv2_padding] setting. UV2 is needed for lightmapping. + Overrides the [AABB] with one defined by user for use with frustum culling. Especially useful to avoid unexpected culling when using a shader to offset vertices. @@ -44,5 +47,8 @@ The current [Material] of the primitive mesh. + + If [member add_uv2] is set, specifies the padding in pixels applied along seams of the mesh. If at generation the size of the lightmap texture can't be determined, the UVs are calculated assuming a texture size of 1024x1024. + diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 4699131c41..015de62ec1 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -2016,6 +2016,9 @@ The number of rays to use for baking lightmaps with [LightmapGI] when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_ULTRA]. + + The texel_size that is used to calculate the [member Mesh.lightmap_size_hint] on [PrimitiveMesh] resources if [member PrimitiveMesh.add_uv2] is enabled. + The framerate-independent update speed when representing dynamic object lighting from [LightmapProbe]s. Higher values make dynamic object lighting update faster. Higher values can prevent fast-moving objects from having "outdated" indirect lighting displayed on them, at the cost of possible flickering when an object moves from a bright area to a shaded area. -- cgit v1.2.3