godot/modules/lightmapper_rd
Dario 94c60ae556 Fix trace_ray() function in the lightmapper missing hits with large triangles.
The DDA traversal had a conceptual error where it did an early termination of the search if it hit a triangle, but it didn't check if the hit position was inside the bounds of the cell being traversed. This can aid to fix light leaks such as the ones found in issue #75440.
2023-10-09 09:44:40 -03:00
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config.py Disable lightmapper_rd module in non-editor builds (and in Android editor) 2023-09-29 11:30:15 +02:00
lightmapper_rd.cpp Make the lightmapper not dilate before denoising. 2023-09-29 12:36:36 -03:00
lightmapper_rd.h Replace OIDN denoiser with a JNLM denoiser compute shader implementation. 2023-09-25 14:53:45 -03:00
lm_blendseams.glsl RendererRD: Remove binding specifier for push constants 2022-02-11 18:42:32 +01:00
lm_common_inc.glsl add support for soft shadows to the lightmapper 2022-06-24 21:50:13 +05:30
lm_compute.glsl Fix trace_ray() function in the lightmapper missing hits with large triangles. 2023-10-09 09:44:40 -03:00
lm_raster.glsl RendererRD: Remove binding specifier for push constants 2022-02-11 18:42:32 +01:00
register_types.cpp Disable lightmapper_rd module in non-editor builds (and in Android editor) 2023-09-29 11:30:15 +02:00
register_types.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
SCsub SCons: Properly track codegen script dependency for generated GLSL headers 2022-07-02 16:01:48 +02:00