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Add lightmap to 1.7 spec and PBR material DOM #429
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Signed-off-by: Ian Chen <[email protected]>
Codecov Report
@@ Coverage Diff @@
## sdf10 #429 +/- ##
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+ Coverage 87.53% 87.54% +0.01%
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Files 61 61
Lines 9343 9357 +14
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+ Hits 8178 8192 +14
Misses 1165 1165
Continue to review full report at Codecov.
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LGTM, just a couple of small comments.
Signed-off-by: Ian Chen <[email protected]>
/// if an light map has not been set. | ||
/// \return Filename of the light map, or empty string if a light | ||
/// map has not been specified. | ||
public: std::string LightMap() const; |
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I know this matches the name of the SDF element, but I think it would be more informative if this accessor was called LightMapFileName
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ahh I'm going back and forth on this. I'm trying to keep consistency with the sdf spec, the msg field in proto, and ign-rendering API. I think there is advantage to keeping the the public APIs consistent. If a more informative function name is preferred here, maybe we can also consider deprecating other functions in this class in favor of *MapFilename()
?
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ok, I hadn't thought about the API of other packages. it's fine as is
* originally added to 1.7 in gazebosim#429 Signed-off-by: Ian Chen <[email protected]> Signed-off-by: Steve Peters <[email protected]>
* sdf 1.8: Add <double_sided> to material from #410 * sdf 1.8: Add lightmap to 1.8 spec from #429 * sdf 1.8: document Add L16 camera pixel format from #487 Signed-off-by: Ian Chen <[email protected]> * sdf 1.8: Decrease far clip lower bound from #435 Signed-off-by: Nate Koenig <[email protected]> * sdf 1.8: Added render_order to material from #446 Signed-off-by: ahcorde <[email protected]> * sdf 1.8: Add camera type aliases to docs. from #514 * sdf 1.8: Improve docs of collision_bitmask from #521 Signed-off-by: Martin Pecka <[email protected]> * sdf 1.8: support nested models in @attached_to from #316 Signed-off-by: Steve Peters <[email protected]>
Signed-off-by: Ian Chen <[email protected]> Co-authored-by: Steve Peters <[email protected]>
Signed-off-by: Ian Chen <[email protected]> Co-authored-by: Steve Peters <[email protected]>
Here's an example of specifying lightmap in SDF:
Typically lightmaps use a different texture coordinate set from other maps so added an attribute
uv_set
to let users specify this. It's optional and defaults to 0.Signed-off-by: Ian Chen [email protected]