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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. |
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| .. | ||
| config.py | ||
| lightmapper_rd.cpp | ||
| lightmapper_rd.h | ||
| lm_blendseams.glsl | ||
| lm_common_inc.glsl | ||
| lm_compute.glsl | ||
| lm_raster.glsl | ||
| register_types.cpp | ||
| register_types.h | ||
| SCsub | ||