godot/servers/rendering/renderer_rd/forward_clustered
jfons 6995b0429c Assorted fixes to UV unwrapping and GPU lightmapper
Various fixes to UV2 unwrapping and the GPU lightmapper. Listed here for
context in case of git blame/bisect:

* Fix UV2 unwrapping on import, also cleaned up the unwrap cache code.
* Fix saving of RGBA images in EXR format.
* Fixes to the GPU lightmapper:
	- Added padding between atlas elements, avoids bleeding.
	- Remove old SDF generation code.
	- Fix baked attenuation for Omni/Spot lights.
	- Fix baking of material properties onto UV2 (wireframe was
	  wrongly used before).
	- Disable statically baked lights for objects that have a
	  lightmap texture to avoid applying the same light twice.
	- Fix lightmap pairing in RendererSceneCull.
	- Fix UV2 array generated from `RenderingServer::mesh_surface_get_arrays()`.
	- Port autoexposure fix for OIDN from 3.x.
	- Save debug textures as EXR when using floating point format.
2021-05-03 18:10:34 +02:00
..
render_forward_clustered.cpp Assorted fixes to UV unwrapping and GPU lightmapper 2021-05-03 18:10:34 +02:00
render_forward_clustered.h Create mobile renderer 2021-05-03 21:54:11 +10:00
scene_shader_forward_clustered.cpp Create mobile renderer 2021-05-03 21:54:11 +10:00
scene_shader_forward_clustered.h Implement Particle Trails 2021-04-30 17:38:02 -03:00
SCsub Move clustered renderer functionality 2021-04-05 23:11:38 +10:00