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GPULightmapper: process rays to sky in all bounces as active #53743

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williamd67
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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.

This issue solves an artifact which was mentioned in #53322: the front face of the left box is too light (see next images).

before:
Screenshot from 2021-10-12 22-59-04

after:
Screenshot from 2021-10-12 23-00-37

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.
@williamd67 williamd67 requested a review from a team as a code owner October 12, 2021 21:30
@clayjohn clayjohn added this to the 4.0 milestone Oct 12, 2021
@clayjohn clayjohn requested a review from JFonS October 12, 2021 22:17
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@JFonS JFonS left a comment

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Looks good, thanks for all the lightmapper fixes!

@akien-mga akien-mga merged commit 2c46a1f into godotengine:master Oct 13, 2021
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4 participants