vk: update TODO; improve NewMap printing for debug

This commit is contained in:
Ivan Avdeev 2024-01-15 11:28:34 -05:00
parent dc6cca0d7f
commit 70b0f33f45
2 changed files with 12 additions and 3 deletions

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@ -1,9 +1,18 @@
# 2024-01-15 E365
- [x] filter out invalid (r=0, etc) lights in native
- [-] already do; it seems that clusters are not getting updates → see #730
- [ ] pass point lights r² directly?
- [ ] move empirical scaling to native code
- [ ] modify point light radius in entity patches
- [ ] adjust brightness based on radius?
- [ ] P NaNs
- [ ] patchable sun angle
- [ ] common intersection-local-normal-oriented basis
# 2024-01-12 E362
- [ ] point→spherical light sampling
- [x] 1/pdf → pdf *= 2π
- [x] disk sampling
- [ ] modify radius in entity patches
- [ ] adjust brightness based on radius?
# 2024-01-11 E361
- [x] fix zero-area polygon lights nanites, fixes #461

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@ -250,7 +250,7 @@ void R_NewMap( void ) {
// and this R_NewMap call is from within loading of a saved game.
const qboolean is_save_load = !!gEngine.pfnGetModelByIndex( 1 )->cache.data;
INFO( "R_NewMap, loading save: %d", is_save_load );
INFO( "R_NewMap(%s) is_save_load=%d", map->name, is_save_load );
// New map causes entites to be reallocated regardless of whether it was save-load.
// This realloc invalidates all previous entity data and pointers.