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authorHugo Locurcio <hugo.locurcio@hugo.pro>2022-05-10 23:21:17 +0200
committerHugo Locurcio <hugo.locurcio@hugo.pro>2022-06-23 22:34:23 +0200
commit610363add0335b1faf7df6fa02902e8e85c4c082 (patch)
treeb5ee1d3e87c63ac36b317d7a3564827b9b2e56af /scene/3d/visual_instance_3d.h
parent462127eff08c8ca60a1e4a476153bdb60d63b890 (diff)
downloadredot-engine-610363add0335b1faf7df6fa02902e8e85c4c082.tar.gz
Use the Static global illumination mode in GeometryInstance3D by default
This makes VoxelGI and SDFGI work out of the box with primitive meshes, loaded OBJ meshes and CSG nodes.
Diffstat (limited to 'scene/3d/visual_instance_3d.h')
-rw-r--r--scene/3d/visual_instance_3d.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/scene/3d/visual_instance_3d.h b/scene/3d/visual_instance_3d.h
index e5f98bd65e..9e0d9b9a2a 100644
--- a/scene/3d/visual_instance_3d.h
+++ b/scene/3d/visual_instance_3d.h
@@ -126,7 +126,7 @@ private:
float extra_cull_margin = 0.0;
LightmapScale lightmap_scale = LIGHTMAP_SCALE_1X;
- GIMode gi_mode = GI_MODE_DISABLED;
+ GIMode gi_mode = GI_MODE_STATIC;
bool ignore_occlusion_culling = false;
const StringName *_instance_uniform_get_remap(const StringName p_name) const;