VReaperV
VReaperV
Added a missing check for depth pre-pass surfaces in tr_shade.cpp.
Yeah, some information would be required for any shadows. I'm assuming light emitting shaders essentially work as spotlights where everything between where the light source would be and the surface...
> I don't get this part of the sentence. I'm imagining something like this: 
Hmm, interesting. How is the light cone size calculated though? I'm not seeing any mention of that. At least some light source for such surfaces can probably be combined to...
I've changed my mind on making texture atlases generalised: I wanted to use those for material system as a workaround where bindless textures aren't supported/broken, but earlier testing showed that...
The sphere projection function is giving incorrect results apparently, since I'm pretty sure the world->view space conversion is correct. I'm also not seeing much of any difference in frame time...
Well, I'm seeing some improvements in certain cases, especially with high graphics settings. The whole thing also isn't taking too much frame time in itself anyway (the indirect draws +...
So the lower framerate that illwieckz was getting in #1137 might have to do with something else. Ideally we could also use better synchronization, but I'm not sure that would...
Possibly rasterizing the bounding boxes with colour/depth writes disabled to determine object visibility would be faster. The depth pre-pass is super fast wherever I looked at it here, so this...
There are a few more things that could be improved independent of occlusion culling that might make this work faster in every case anyway: 1. Use batches of e. g....