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authorJonas Karlsson <[email protected]>2025-06-23 14:05:42 +0200
committerJonas Karlsson <[email protected]>2025-06-24 16:37:26 +0200
commitb7b4af05efb8ff3e5087a211b73943196906adc6 (patch)
tree3605a2ca7fd0207307b5c6d9e379e3bc7fd327d7 /src/quick3d/qquick3dtexturedata.cpp
parente195d604455bc008d3ebb3c6281f996ab33ec85b (diff)
Lightmapper: Render direct light as tilesHEADdev
Previously, the direct light was rendered to a x3 sized texture that got blurred and downscaled to get smooth looking edges. The drawback with that method is that it needs 9x the amount of RAM and VRAM. Instead, we now render this upscaled texture in smaller tiles. Four floats for defining the UV region is added to the lightmap rasterizer shader. These floats are then setup for the tiles so that they are rendered into a subregion but with higher resolution. These tiles are then blurred and downscaled and put into the direct light texture map. Pick-to: 6.10 Change-Id: I63484dc0856f8e4ee7a9fc43dd1b9b7a2d1b3506 Reviewed-by: Kristoffer Skau <[email protected]>
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