Separated the transparent effects like explosions into their own ray payload, always with a dedicated ray to accumulate them. Removed the special "shadow" ray payload. This is done in preparation to add more TLAS. ![]() Handle the TLAS using the same matching structures as those used for BLAS. Reduced the effects payload to get back the performance lost in ray pipeline mode, and because the split near/far tracking is no longer necessary. Merged a branch that replaces the inline processing of transparent effects in geometry rays with a separate ray using a separate TLAS and removes the shadow ray type. See the comment in fog.c for more information. Merged pull request "Fix validation checks": NVIDIA#149Īdded support for unlit fog volumes. Only adjust DRS if world was rendered in previous frameĪdded a setting to enable the use of texture and model overrides in the GL renderer, gl_use_hd_assets.įixed the collection of light polys from models when the entire light texture is emissive. Merged pull request "Improve DRS behaviour": NVIDIA#155īy default, disable GMF_ENHANCED_SAVEGAMES checks In case of such uptime, Sys_Milliseconds() returns a value over 2^31, which is cast to a negative int. Merged pull request "By default, disable GMF_ENHANCED_SAVEGAMES checks": NVIDIA#157įixed the background blur behavior when the menu is opened on a system with over 24 days of uptime, and a few related type-casts. ![]() ![]() The normals and tangents are coming from a new BSPX lump called "FACENORMALS", see inc/format/bsp.h for the description. Merge remote-tracking branch 'upstream/master' into spookyĪdded support for smooth normals on the world mesh.
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