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godot-octahedral-impostors's Issues

Rewrote to export to packed scene

I rewrote some parts to be outputting a packed scene but the output being pixelated is stopping me.

Also there's a todo to export each png to a separate file and then linked to the packed scene.

CameraOctahedral.txt

You can use the same license you're using currently and you may wish to add my name to an authors list.

Lighting seems to be broken

This is fantastic, thank you for making this! unfortunately unless i'm missing something the lighting doesn't seem to work properly? It doesn't respond to lights properly, and there's always a dark polygon on the quad.

You can see it broken in the way I'm talking about on the tree in your own how-to video here: https://youtu.be/4YhwXGbbabg?t=434
Maybe you're already aware? but I thought I'd mention it regardless.

Thanks so much again for making this though, this is a really great tool for godot!

Demo scene is missing files

Having a blast baking models already, what a great project!

When trying to open res://demo/ForestTest.tscn the following warning is displayed:

 Can't open file from path 'res://ImpostorShader.shader'.
 Failed to get modified time for: res://ImpostorShader.shader.

Also a minor nitpick would be that the demo's images are very big.
I had to switch to my desktop because my laptop crashed when importing them.

Can't wait to contribute to this!

Also: You have to add this to Godot's asset library!

An Implementation for Godot 4.1.2

I have implemented an imposter plugin that is compatible with Godot 4.1.2 version.

https://github.com/zhangjt93/godot-imposter

I would like to express my appreciation for your project, as it has been of great help to me, especially the shader part. I have reused some of your code for that.
Due to significant differences between the Godot 4. x and Godot 3. x versions, I have made several adjustments and refinements.
If you have any plans to work on migrating your project to the Godot 4. x version, I hope this implementation can be of assistance to you.
I also welcome you to directly build upon this project for your own work.

Would be nice to have batch mode conversion

Hi, thanks for your great tool!

Would be nice to have way to generate impostors for whole scene of meshes, having the
same atlas in them to reduce draw calls, and multimesh-friendly export as .mesh would be nice too...
That way forests will be really possible!

How to merge node tree?

Selecting a node tree with a GeometryInstance will also work.

I can't do this on your tree sample.

Waiting for Godot Engine 4

HLOD and LOD systems are now in Godot Engine.

Any approaches for 4.0 support.

Can provide coding assistance.

Avoid polluting the global namespace

Remove usage of class_name. Try to avoid polluting the global namespace in order to prevent naming conflicts with the users own project classes.

Suggest moving demo out of main repo

I just tried to install the add-on from the AssetLib. and it failed repeatedly half way through downloading. I guess most of the reason the Asset is big is because of the demo and that's also a bit unnecessary if you are already familiar with the asset and don't want the demo.

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