Search Issue Tracker
Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.
Postponed
Votes
0
Found in
2017.1.0f1
Issue ID
923684
Regression
No
[PLM] Atlas packing of lightmaps is not optimized
Progressive lightmapper unnecessarily splits UV charts into multiple lightmaps
Steps for reproduction:
1) Open the scene `LightmapSplit`
2) Choose Progressive Lightmapper as the baking backend and generate the lighting
3) Observe that there are two intensity and directional lightmaps
4) Change the baking backend to Enlighten and generate the lighting again
5) Observe that there are only one intensity and directional lightmaps
Notes:
- Even though there is enough space in the first lightmap layout, UV charts are split into a second lightmap
- This issue becomes an important problem when working with lots of geometry
- Atlas packing is correctly handled in Enlighten
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Resolution Note:
Postponed against feature work.