godot/servers/rendering/renderer_rd/forward_clustered
TechnoPorg b04350828e Use radial distance for making LOD decisions.
Previously, only forward basis distance from the camera was used.
This means that unnecessarily high LOD levels were used for objects located to the side of the camera.
The distance from the camera origin is now used, independently of direction.
2022-10-12 07:21:42 -06:00
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render_forward_clustered.cpp Use radial distance for making LOD decisions. 2022-10-12 07:21:42 -06:00
render_forward_clustered.h Use radial distance for making LOD decisions. 2022-10-12 07:21:42 -06:00
scene_shader_forward_clustered.cpp Default CanvasItem materials to not convert uniform colors to linear space. 2022-09-30 15:15:11 -07:00
scene_shader_forward_clustered.h Extract shared scene data into a separate class 2022-09-15 12:09:57 +10:00
SCsub