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rtx: clear light clusters properly on new map
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@ -1,14 +1,24 @@
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## 2021-04-19
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- [x] rtx: light intensity-based light clusters visibility
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- [x] rtx: check multiple variants of texture name (wad and non-wad)
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- [x] rtx: rad liquids/xeno/... textures
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# Next
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- [ ] rtx: light intensity-based light clusters visibility
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- [ ] rtx: hack (rad): interpret textures with '~' or '{' as emissive
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- [ ] rtx: restore studio models
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- [ ] rtx: textures
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- [ ] rtx: restore dynamic stuff like particles, beams, etc
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- [ ] rtx: emissive particles
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- [ ] rtx: textures
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- [ ] rtx: better random
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- [ ] rtx: some studio models have glitchy geometry
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- [ ] rtx: simple convolution denoise (bilateral?)
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- [ ] rtx: live rad file reloading (or other solution for tuning lights)
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- [ ] rtx: map name to rad files mapping
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- [ ] water surfaces
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- [ ] rtx: better light culling: normal, bsp visibility, light volumes and intensity, ...
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- [ ] rtx: dynamic surface lights / dynamic light clusters
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- [ ] rtx: cluster dlights
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- [ ] rtx: entity lights
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- [ ] rtx: light styles
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# Planned
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- [ ] rtx: denoise
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@ -69,13 +69,13 @@ static void loadRadData( const model_t *map, const char *filename ) {
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// Try bsp texture first
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Q_sprintf(texname, "#%s:%s.mip", map->name, texture_name);
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int tex_id = VK_FindTexture(texname);
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gEngine.Con_Reportf("Looked up texture %s -> %d", texname, tex_id);
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gEngine.Con_Reportf("Looked up texture %s -> %d\n", texname, tex_id);
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// Try wad texture if bsp is not there
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if (!tex_id && wad_name) {
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Q_sprintf(texname, "%s.wad/%s.mip", wad_name, texture_name);
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tex_id = VK_FindTexture(texname);
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gEngine.Con_Reportf("Looked up texture %s -> %d", texname, tex_id);
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gEngine.Con_Reportf("Looked up texture %s -> %d\n", texname, tex_id);
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}
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if (tex_id) {
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@ -518,7 +518,7 @@ void VK_LightsLoadMap( void ) {
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g_lights.num_emissive_surfaces = 0;
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g_lights.grid.num_cells = 0;
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memset(g_lights.grid.size, 0, sizeof(g_lights.grid.size));
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memset(&g_lights.grid, 0, sizeof(g_lights.grid));
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// FIXME ...
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//initHackRadTable();
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