godot/modules/lightmapper_rd
William Deurwaarder 7c19684ee9 GPULightmapper exclude back-face triangles while calculating bounces
Edges that are at the edge of a plane, may get behind the scene and will hit
back-face triangles which where included in the lighting calculations. This
caused leaking of light at the edge of planes.

In case a ray hits back-face triangle, it is skipped in the bounce calculations.
2021-09-14 22:29:31 +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 exclude back-face triangles while calculating bounces 2021-09-14 22:29:31 +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