vk: update TODO; improve NewMap printing for debug
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# 2024-01-15 E365
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- [x] filter out invalid (r=0, etc) lights in native
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- [-] already do; it seems that clusters are not getting updates → see #730
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- [ ] pass point lights r² directly?
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- [ ] move empirical scaling to native code
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- [ ] modify point light radius in entity patches
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- [ ] adjust brightness based on radius?
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- [ ] P NaNs
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- [ ] patchable sun angle
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- [ ] common intersection-local-normal-oriented basis
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# 2024-01-12 E362
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- [ ] point→spherical light sampling
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- [x] 1/pdf → pdf *= 2π
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- [x] disk sampling
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- [ ] modify radius in entity patches
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- [ ] adjust brightness based on radius?
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# 2024-01-11 E361
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- [x] fix zero-area polygon lights nanites, fixes #461
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@ -250,7 +250,7 @@ void R_NewMap( void ) {
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// and this R_NewMap call is from within loading of a saved game.
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const qboolean is_save_load = !!gEngine.pfnGetModelByIndex( 1 )->cache.data;
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INFO( "R_NewMap, loading save: %d", is_save_load );
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INFO( "R_NewMap(%s) is_save_load=%d", map->name, is_save_load );
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// New map causes entites to be reallocated regardless of whether it was save-load.
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// This realloc invalidates all previous entity data and pointers.
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