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.
This commit is contained in:
parent
10801b90f9
commit
9e1810695c
15 changed files with 1045 additions and 100 deletions
|
|
@ -30,9 +30,9 @@
|
|||
|
||||
#ifdef TOOLS_ENABLED
|
||||
|
||||
#include "core/io/image.h"
|
||||
#include "core/object/object.h"
|
||||
#include "scene/3d/lightmapper.h"
|
||||
#include "scene/resources/mesh.h"
|
||||
|
||||
#include <embree3/rtcore.h>
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue