- Forked from Godot Engine 4.7-dev (MIT License) - Rebranded to AeThex Engine with cyan/purple theme - Added AI-powered development assistant module - Integrated Claude API for code completion & error fixing - Custom hexagon logo and branding - Multi-platform CI/CD (Windows, Linux, macOS) - Built Linux editor binary (151MB) - Complete source code with all customizations Tech Stack: - C++ game engine core - AI Module: Claude 3.5 Sonnet integration - Build: SCons, 14K+ source files - License: MIT (Godot) + Custom (AeThex features) Ready for Windows build via GitHub Actions!
12 lines
1 KiB
XML
12 lines
1 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="LightmapperRD" inherits="Lightmapper" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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The built-in GPU-based lightmapper for use with [LightmapGI].
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</brief_description>
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<description>
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LightmapperRD ("RD" stands for [RenderingDevice]) is the built-in GPU-based lightmapper for use with [LightmapGI]. On most dedicated GPUs, it can bake lightmaps much faster than most CPU-based lightmappers. LightmapperRD uses compute shaders to bake lightmaps, so it does not require CUDA or OpenCL libraries to be installed to be usable.
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[b]Note:[/b] This lightmapper requires the GPU to support the [RenderingDevice] backend (Forward+ and Mobile renderers). When using the Compatibility renderer, baking will use a temporary [RenderingDevice]. Support for [RenderingDevice] is not required to [i]render[/i] lightmaps that were already baked beforehand.
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</description>
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<tutorials>
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</tutorials>
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</class>
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