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authorRémi Verschelde <rverschelde@gmail.com>2024-08-20 10:01:41 +0200
committerRémi Verschelde <rverschelde@gmail.com>2024-08-20 10:01:41 +0200
commit8acd82f70ea1fc06ad400a624aec01d0a080f2a8 (patch)
tree01c40ceaf0a629433bf2327377ffec50c6a12b3e /doc
parent333f0f910f164851218c5ece26d4c4b4931d4a30 (diff)
parentef9bb1a20781b838f8bf96afb9c26f7d21229b1f (diff)
downloadredot-engine-8acd82f70ea1fc06ad400a624aec01d0a080f2a8.tar.gz
Merge pull request #89919 from BlueCube3310/bicubic-lightmap
Implement bicubic sampling for lightmaps
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/ProjectSettings.xml4
-rw-r--r--doc/classes/RenderingServer.xml7
2 files changed, 11 insertions, 0 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 1d65f6fb9a..37d9995887 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -2604,6 +2604,10 @@
- Intel GPUs: SYCL libraries
If no GPU acceleration is configured on the system, multi-threaded CPU-based denoising will be performed instead. This CPU-based denoising is significantly slower than the JNLM denoiser in most cases.
</member>
+ <member name="rendering/lightmapping/lightmap_gi/use_bicubic_filter" type="bool" setter="" getter="" default="true">
+ If [code]true[/code], applies a bicubic filter during lightmap sampling. This makes lightmaps look much smoother, at a moderate performance cost.
+ [b]Note:[/b] The bicubic filter exaggerates the 'bleeding' effect that occurs when a lightmap's resolution is low enough.
+ </member>
<member name="rendering/lightmapping/primitive_meshes/texel_size" type="float" setter="" getter="" default="0.2">
The texel_size that is used to calculate the [member Mesh.lightmap_size_hint] on [PrimitiveMesh] resources if [member PrimitiveMesh.add_uv2] is enabled.
</member>
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index d95990d325..edc3dc8793 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -2207,6 +2207,13 @@
Set the textures on the given [param lightmap] GI instance to the texture array pointed to by the [param light] RID. If the lightmap texture was baked with [member LightmapGI.directional] set to [code]true[/code], then [param uses_sh] must also be [code]true[/code].
</description>
</method>
+ <method name="lightmaps_set_bicubic_filter">
+ <return type="void" />
+ <param index="0" name="enable" type="bool" />
+ <description>
+ Toggles whether a bicubic filter should be used when lightmaps are sampled. This smoothens their appearance at a performance cost.
+ </description>
+ </method>
<method name="make_sphere_mesh">
<return type="RID" />
<param index="0" name="latitudes" type="int" />