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…lkan integration - Added and reserved fields to and for better tracking of face data. - Introduced and structures to manage source ranges. - Updated function signatures to include new parameters for face ranges and source indices. - Modified Vulkan descriptor set and buffer updates to accommodate new data structures. - Improved shader code to utilize face range data for more efficient light processing.
…der ray direction normalization in direct_phase.comp for improved performance.
- Introduced `gpusunmerge` and `gpusunmergequality` settings for approximate merging of nearby GPU sun jitter rays. - Added `gpusourcecull` and `gpusourcecullquality` settings to enable and control approximate GPU per-face source culling. - Updated light processing logic to utilize new settings for improved performance and quality in light rendering.
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are u using ai with this |
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AI has helped me iterate this, yes. @lavenderdotpet I think its safe to assume 99% of programmers are using AI-assisted tools nowadays. |
u say that but ive only seen pro ai programmers say that |
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ok |
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I tried to merge this patch on a private copy and found many problems. It seems to expect linux paths, but most important of all, is was not compatible with lightstyles and fence textures. I am ignorant when it comes this sort of thins. I could not dream of building it myself. But I am in the weird position to judge the PR needed a second pass to be production worthy. I know it will not be merged for other issues. I leave this comment for future people that might think about merging it like I did. It would need more work for it to work. |
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@teiman thanks for the input, you're right i hadn't considered windows paths as i've only tested this on linux. |
Run like this
./light -gpuI haven't tried on windows, only linux.
Should work the same though I don't see why not.