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New GPU lightmapper #38386
New GPU lightmapper #38386
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Like... atlas packing? :p Godot had that at some point I believe |
It's finally ready for review! |
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Well, This is incredibly complex. I didn't understand most of it. Just left a few notes about formatting and some left behind comments
The appveyor failure can be fixed by replacing On my system, the build is still failing later due to the size of the generated string in lm_compute.glsl.gen.h exceeding MSVC's limit of 2,048 bytes |
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-Added LocalVector (needed it) -Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too) -Fixes and changes all around the place -Added library for 128 bits fixed point (required for Delaunay3D)
Thanks! |
…copyright Also renamed `delaunay.h` to `delaunay_2d.h` to match the class name.
Following error after this commit:
#38663 might fix this. |
thirdparty: Cleanup after #38386, document provenance and copyright
…copyright Also renamed `delaunay.h` to `delaunay_2d.h` to match the class name.
Working on a new GPU based lightmapper (and pluggable lightmapper API), lightmapping part is almost done, missing lightprobe part.
-Added LocalVector (needed it)
-Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too)
-Fixes and changes all around the place