Clamp VoxelGI extents to reasonable values to avoid breaking baking
This also prevents crashes when resizing a VoxelGI's extents to 0 on any axis.
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@ -37,6 +37,7 @@
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</member>
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<member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3(10, 10, 10)">
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The size of the area covered by the [VoxelGI]. If you make the extents larger without increasing the subdivisions with [member subdiv], the size of each cell will increase and result in lower detailed lighting.
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[b]Note:[/b] Extents are clamped to 1.0 unit or more on each axis.
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</member>
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<member name="subdiv" type="int" setter="set_subdiv" getter="get_subdiv" enum="VoxelGI.Subdiv" default="1">
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Number of times to subdivide the grid that the [VoxelGI] operates on. A higher number results in finer detail and thus higher visual quality, while lower numbers result in better performance.
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@ -272,7 +272,8 @@ VoxelGI::Subdiv VoxelGI::get_subdiv() const {
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}
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void VoxelGI::set_extents(const Vector3 &p_extents) {
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extents = p_extents;
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// Prevent very small extents as these break baking if other extents are set very high.
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extents = Vector3(MAX(1.0, p_extents.x), MAX(1.0, p_extents.y), MAX(1.0, p_extents.z));
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update_gizmos();
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}
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