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* First mesh is voxelized by tracing rays in every voxel * Then voxel faces are clustered in parallel to build continuos cards. Clustering follows voxel distance, card ratio, density and other metrics * Finally a specificied number of cards is selected per mesh (user parameter). This allows to tradeoff between coverage and runtime overhead Other: * Added surface cache coverage view mode for debugging coverage issues - r.Lumen.Visualize.Mode 6 * Fixed r.LumenScene.SurfaceCache.CardMinResolution to be able to go below 2 #preflight 61d478acdb0309127dfaf8ec #rb Daniel.Wright #ROBOMERGE-AUTHOR: krzysztof.narkowicz #ROBOMERGE-SOURCE: CL 18519098 in //UE5/Release-5.0/... via CL 18519102 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669) [CL 18519115 by krzysztof narkowicz in ue5-release-engine-test branch]