Age | Commit message (Expand) | Author |
2022-08-31 | Implement Physical Light Units as an optional setting. | clayjohn |
2022-06-24 | add support for soft shadows to the lightmapper | Priyansh Rathi |
2022-02-11 | RendererRD: Remove binding specifier for push constants | Rémi Verschelde |
2021-11-19 | GPULightmapper: better algorithm to generate rays for indirect lighting | William Deurwaarder |
2021-10-15 | GPULightmapper: increase ray triangle hit rate | William Deurwaarder |
2021-10-13 | Merge pull request #53744 from williamd67/GPULightmapper-prevent-endless-loop | Rémi Verschelde |
2021-10-12 | GPULightmapper: prevent loop with max iterations | William Deurwaarder |
2021-10-12 | GPULightmapper: process rays to sky in all bounces as active | William Deurwaarder |
2021-09-14 | GPULightmapper exclude back-face triangles while calculating bounces | William Deurwaarder |
2021-09-11 | GPULightmapper's triangles and their bounding box will be in-sync | William Deurwaarder |
2021-05-03 | Assorted fixes to UV unwrapping and GPU lightmapper | jfons |
2021-04-14 | Refactor GLSL shader compilation | reduz |
2021-02-07 | Invert spotlight angle attenuation | jfons |
2021-01-05 | Change the light attenuation formulas. | reduz |
2020-05-18 | GLSL: Change shader type specifier from [vertex] to #[vertex] | Rémi Verschelde |
2020-05-14 | Style: Enforce separation line between function definitions | Rémi Verschelde |
2020-05-14 | Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks | Rémi Verschelde |
2020-05-10 | New lightmapper | Juan Linietsky |