Commit History

Author SHA1 Message Date
  clayjohn 385ee5c70b Implement Physical Light Units as an optional setting. 3 years ago
  Priyansh Rathi e995764e50 add support for soft shadows to the lightmapper 3 years ago
  Rémi Verschelde 18d6b75ba8 RendererRD: Remove binding specifier for push constants 3 years ago
  William Deurwaarder 2ee77f6f05 GPULightmapper: better algorithm to generate rays for indirect lighting 3 years ago
  William Deurwaarder a3f315c81b GPULightmapper: increase ray triangle hit rate 3 years ago
  Rémi Verschelde 9e05f80dae Merge pull request #53744 from williamd67/GPULightmapper-prevent-endless-loop 3 years ago
  William Deurwaarder f3f64389ca GPULightmapper: prevent loop with max iterations 3 years ago
  William Deurwaarder fbd95c3e53 GPULightmapper: process rays to sky in all bounces as active 3 years ago
  William Deurwaarder 7c19684ee9 GPULightmapper exclude back-face triangles while calculating bounces 4 years ago
  William Deurwaarder e11dd6500a GPULightmapper's triangles and their bounding box will be in-sync 4 years ago
  jfons 6995b0429c Assorted fixes to UV unwrapping and GPU lightmapper 4 years ago
  reduz d3b49c416a Refactor GLSL shader compilation 4 years ago
  jfons 99e1ce0690 Invert spotlight angle attenuation 4 years ago
  reduz 446618cf94 Change the light attenuation formulas. 4 years ago
  Rémi Verschelde c74d65cec8 GLSL: Change shader type specifier from [vertex] to #[vertex] 5 years ago
  Rémi Verschelde 07bc4e2f96 Style: Enforce separation line between function definitions 5 years ago
  Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 5 years ago
  Juan Linietsky 1bea8e1eac New lightmapper 5 years ago