godot/modules/raycast
jfons 9e1810695c Auto LOD fixes and improvements
* Fixed LODs for shadow meshes.
* Added a merging step before simplification. This helps with tesselated
  meshes that were previously left untouched. The angle difference at
  wich edges ar considered "hard" can be tweaked as an import setting.
* LODs will now start with the highest decimation possible and keep
  doubling (approximately) the number of triangles from there. This
  makes sure that very low triangle counts are included when possible.
* Given more weight to normal preservation.
* Modified MeshOptimizer to report distance-based error instead of
  including attributes in the reported metrics.
* Added attribute transference between the original mesh and the
  various LODs. Right now only normals are taken into account,
  but it could be expanded to other attributes in the future.
2021-09-27 17:04:56 +02:00
..
config.py Upgrade Embree to the latest official release. 2021-05-21 17:00:24 +02:00
godot_update_embree.py Upgrade Embree and enable ray packets 2021-09-13 16:17:28 +02:00
lightmap_raycaster.cpp Auto LOD fixes and improvements 2021-09-27 17:04:56 +02:00
lightmap_raycaster.h Auto LOD fixes and improvements 2021-09-27 17:04:56 +02:00
raycast_occlusion_cull.cpp Occlusion culling fixes 2021-09-10 18:15:10 +02:00
raycast_occlusion_cull.h Occlusion culling fixes 2021-09-10 18:15:10 +02:00
register_types.cpp Auto LOD fixes and improvements 2021-09-27 17:04:56 +02:00
register_types.h Implement occlusion culling 2021-04-23 21:45:23 +02:00
SCsub Upgrade Embree and enable ray packets 2021-09-13 16:17:28 +02:00
static_raycaster.cpp Auto LOD fixes and improvements 2021-09-27 17:04:56 +02:00
static_raycaster.h Auto LOD fixes and improvements 2021-09-27 17:04:56 +02:00