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![William Deurwaarder](/assets/img/avatar_default.png)
Previously the bounding boxes and triangles were maintained in two separate arrays (Vectors). As the triangle vector was sorted and the bounding-box array was not , the order of both arrays differed. This meant that the index in one was different than the other, which caused lookup issues. To prevent this, the bounding-box is now part of the triangle structure so that there is a single structure that cannot become out-of-sync anymore.
16 lines
565 B
Python
16 lines
565 B
Python
#!/usr/bin/env python
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Import("env")
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Import("env_modules")
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env_lightmapper_rd = env_modules.Clone()
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env_lightmapper_rd.GLSL_HEADER("lm_raster.glsl")
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env_lightmapper_rd.GLSL_HEADER("lm_compute.glsl")
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env_lightmapper_rd.GLSL_HEADER("lm_blendseams.glsl")
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env_lightmapper_rd.Depends("lm_raster.glsl.gen.h", "lm_common_inc.glsl")
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env_lightmapper_rd.Depends("lm_compute.glsl.gen.h", "lm_common_inc.glsl")
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env_lightmapper_rd.Depends("lm_blendseams.glsl.gen.h", "lm_common_inc.glsl")
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# Godot source files
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env_lightmapper_rd.add_source_files(env.modules_sources, "*.cpp")
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