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looks like |
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Looks like there's a hidden method called |
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LightmapGI.light_datahas a method called add_user that takes a "uv_scale"Rect2parameter which represents scale and offset. I would like access to this data. Perhapslight_datashould have aget_user_uv_scalemethod that takes a node as a parameter and returns aRect2?My use case is that I am creating a system that allows players to paint the entire 3D world. This means I need to have a megatexture that acts as a mask that stores what parts of the world have been painted. All 3D geometry needs to be represented on this texture with no overlaps and the system needs to be able to handle a mix of meshes that were exported from different Blender projects, downloaded from the internet, and primitive
MeshInstance3Ds like boxes and spheres. Sounds like the perfect job for lightmap UVs!The problem I'm facing is that the UV2s that I have access to are all overlapping. This is because I don't have access to the scale/offset that UV2 uses when applying the lightmap. The lightmap is all one giant texture and each mesh's UV2s are scaled/offset to ensure none of them overlap, as I understand it.
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