godot/modules/lightmapper_rd
William Deurwaarder fbd95c3e53 GPULightmapper: process rays to sky in all bounces as active
Before this change only rays to the sky (RAY_MISS) in the first bounce were
processed as active rays. This caused artifacts, areas were too light, when
more than one bounce were processed.

Now rays to the sky are processed as active rays for all bounces.
2021-10-12 23:25:45 +02:00
..
config.py New lightmapper 2020-05-10 15:59:09 -03:00
lightmapper_rd.cpp GPULightmapper's triangles and their bounding box will be in-sync 2021-09-11 14:02:37 +02:00
lightmapper_rd.h GPULightmapper's triangles and their bounding box will be in-sync 2021-09-11 14:02:37 +02:00
lm_blendseams.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
lm_common_inc.glsl GPULightmapper's triangles and their bounding box will be in-sync 2021-09-11 14:02:37 +02:00
lm_compute.glsl GPULightmapper: process rays to sky in all bounces as active 2021-10-12 23:25:45 +02:00
lm_raster.glsl Refactor GLSL shader compilation 2021-04-14 11:37:52 -03:00
register_types.cpp Implement the ability to disable classes 2021-07-13 09:25:14 -03:00
register_types.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
SCsub GPULightmapper's triangles and their bounding box will be in-sync 2021-09-11 14:02:37 +02:00