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authorBlueCube3310 <53150244+BlueCube3310@users.noreply.github.com>2024-03-25 17:48:03 +0100
committerBlueCube3310 <53150244+BlueCube3310@users.noreply.github.com>2024-08-19 09:52:09 +0200
commitef9bb1a20781b838f8bf96afb9c26f7d21229b1f (patch)
treea92e1578a24f6e512aca021affdc2790a2d09e50 /doc
parenta7598679cff6daffbec8f16314b853d87268fff5 (diff)
downloadredot-engine-ef9bb1a20781b838f8bf96afb9c26f7d21229b1f.tar.gz
Implement support for bicubic lightmap filtering
Co-authored-by: Calinou <hugo.locurcio@hugo.pro>
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 ff2c0bbfd9..6b3e6ddd31 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -2592,6 +2592,10 @@
- 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 d86b82b72a..2348d6951e 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -2206,6 +2206,13 @@
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" />