Open Wavesonics opened 4 years ago
Talking with @reduz there likely isn't a way to do away with the unique UV meshes here.
So the next best option maybe be to provide an option in Gridmap
to store the baked meshes in a separate binary file, such like how BakedLightmap
allows you to save it's data in a separate file.
Godot version: 3.2.2
OS/device including version: Windows 10 x64
Issue description: When you use a BakedLightmap in conjunction with a Gridmap, a huge amount of data is added to the scene in the form of
baked_meshes
Such as:
As TSCN this can add hundreds of MB to the file. Even when saved as a binary SCN these files are still dozens of MB for larger gridmaps.
Additionally, if the
BakedLightmap
node is removed from the scene, thesebaked_mesh
resources don't get removed, so the scene file will never go back down in size.Steps to reproduce: Add a
Gridmap
node to a scene, place tons of tiles down. Note that the scene is still quite small. Add a BakedLightmap node to the scene that covers the whole gridmap, and bake the light map. Now note that the scene file size has ballooned to many MB.Finally delete the
BakedLightmap
and note that the size does not go back down again.Minimal reproduction project: Having trouble setting this up as the assets I have to work with keep crashing the 3.2.2 light mapper.