From dc065754756a67ebe2b01821e86ab620178ccb7c Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Thu, 2 Feb 2023 14:54:26 +0100 Subject: [PATCH] Add a property hint for PrimitiveMesh's `uv2_padding` Negative values are not valid and will always cause lightmap bleeding to occur. This also improves the documentation for the `uv2_padding` property in the class reference. --- doc/classes/PrimitiveMesh.xml | 3 ++- scene/resources/primitive_meshes.cpp | 2 +- 2 files changed, 3 insertions(+), 2 deletions(-) diff --git a/doc/classes/PrimitiveMesh.xml b/doc/classes/PrimitiveMesh.xml index b1c8907d8ee..b98590d10ce 100644 --- a/doc/classes/PrimitiveMesh.xml +++ b/doc/classes/PrimitiveMesh.xml @@ -48,7 +48,8 @@ The current [Material] of the primitive mesh. - If [member add_uv2] is set, specifies the padding in pixels applied along seams of the mesh. If at generation the size of the lightmap texture can't be determined, the UVs are calculated assuming a texture size of 1024x1024. + If [member add_uv2] is set, specifies the padding in pixels applied along seams of the mesh. Lower padding values allow making better use of the lightmap texture (resulting in higher texel density), but may introduce visible lightmap bleeding along edges. + If the size of the lightmap texture can't be determined when generating the mesh, UV2 is calculated assuming a texture size of 1024x1024. diff --git a/scene/resources/primitive_meshes.cpp b/scene/resources/primitive_meshes.cpp index 86ed0001dd0..ef1f6459e9f 100644 --- a/scene/resources/primitive_meshes.cpp +++ b/scene/resources/primitive_meshes.cpp @@ -257,7 +257,7 @@ void PrimitiveMesh::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::AABB, "custom_aabb", PROPERTY_HINT_NONE, "suffix:m"), "set_custom_aabb", "get_custom_aabb"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_faces"), "set_flip_faces", "get_flip_faces"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "add_uv2"), "set_add_uv2", "get_add_uv2"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "uv2_padding"), "set_uv2_padding", "get_uv2_padding"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "uv2_padding", PROPERTY_HINT_RANGE, "0,10,0.01,or_greater"), "set_uv2_padding", "get_uv2_padding"); GDVIRTUAL_BIND(_create_mesh_array); }