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August 3, 2021 12:01
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I just bisected the problem commit | |
➜ godot git:(7f4eafa6f28) git bisect good | |
Bisecting: 1 revision left to test after this (roughly 1 step) | |
[18f09492b4ff5db708cbb6b31f4ea3419f8092c1] Merge pull request #50874 from raulsntos/backport-44355 | |
➜ godot git:(18f09492b4f) htop | |
➜ godot git:(18f09492b4f) git bisect good | |
Bisecting: 0 revisions left to test after this (roughly 0 steps) | |
[d27428406922697382348ca1b769805db20a5310] Octahedral Normal/Tangent Compression | |
➜ godot git:(d2742840692) git bisect bad | |
d27428406922697382348ca1b769805db20a5310 is the first bad commit | |
commit d27428406922697382348ca1b769805db20a5310 | |
Author: Omar El Sheikh <[email protected]> | |
Date: Mon Mar 8 12:58:13 2021 -0500 | |
Octahedral Normal/Tangent Compression | |
Implement Octahedral Compression for normal/tangent vectors | |
*Oct32 for uncompressed vectors | |
*Oct16 for compressed vectors | |
Reduces vertex size for each attribute by | |
*Uncompressed: 12 bytes, vec4<float32> -> vec2<unorm16> | |
*Compressed: 2 bytes, vec4<unorm8> -> vec2<unorm8> | |
Binormal sign is encoded in the y coordinate of the encoded tangent | |
Added conversion functions to go from octahedral mapping to cartesian | |
for normal and tangent vectors | |
sprite_3d and soft_body meshes write to their vertex buffer memory | |
directly and need to convert their normals and tangents to the new oct | |
format before writing | |
Created a new mesh flag to specify whether a mesh is using octahedral | |
compression or not | |
Updated documentation to discuss new flag/defaults | |
Created shader flags to specify whether octahedral or cartesian vectors | |
are being used | |
Updated importers to use octahedral representation as the default format | |
for importing meshes | |
Updated ShaderGLES2 to support 64 bit version codes as we hit the limit | |
of the 32-bit integer that was previously used as a bitset to store | |
enabled/disabled flags | |
doc/classes/ArrayMesh.xml | 2 +- | |
doc/classes/Mesh.xml | 7 +- | |
doc/classes/SurfaceTool.xml | 4 +- | |
doc/classes/VisualServer.xml | 9 +- | |
drivers/gles2/rasterizer_scene_gles2.cpp | 10 + | |
drivers/gles2/rasterizer_storage_gles2.cpp | 96 +++++--- | |
drivers/gles2/shader_gles2.cpp | 8 +- | |
drivers/gles2/shader_gles2.h | 22 +- | |
drivers/gles2/shaders/scene.glsl | 26 +++ | |
drivers/gles3/rasterizer_scene_gles3.cpp | 9 + | |
drivers/gles3/rasterizer_storage_gles3.cpp | 56 +++-- | |
drivers/gles3/shaders/scene.glsl | 27 ++- | |
editor/import/editor_import_collada.cpp | 2 +- | |
editor/import/resource_importer_obj.cpp | 2 +- | |
modules/fbx/data/fbx_mesh_data.cpp | 2 +- | |
scene/3d/soft_body.cpp | 7 +- | |
scene/3d/sprite_3d.cpp | 44 ++-- | |
scene/resources/mesh.cpp | 1 + | |
scene/resources/mesh.h | 3 +- | |
servers/visual_server.cpp | 353 +++++++++++++++++++++++------ | |
servers/visual_server.h | 7 +- | |
21 files changed, 529 insertions(+), 168 deletions(-) | |
➜ godot git:(d2742840692) |
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