Lights with 0 brightness should be ignored
Missed rays on triangle edges
For now this seems to be fixed. Theoretically it can still occur, but in practice I'm not seeing it.
Missed rays on triangle edges
HSB to RGB conversion doesn't match DromEd lighting
1b962831a0
Normalise sunlight direction
7693261cd7
Add the sun to every cell's light list
b34131f3b5
Add sunlight casting
596ce88215
Make UseSunlight a bool
c2b69cda46
Swap inner and outer pixel tracing loop
27f8dab8fe
Refactor tracing to separate ray points
9daaa3b73b
Improve note about door light blocking
7dc1912390
Model SubObjects are now separate meshes and can have joints applied correctly
a35bdb8ce3
Add Mat4x4 to Transform3D utility conversion
d83e020de0
Apply dummy joint rotation
59582bdfb8
Initial basic sub object transformation
beae881f37
Read model sub objects
Add a warning when too many lights affect a cell
Lights with 0 brightness should be ignored
b3a71e6827
Add lightmapped water
1d96c06032
Add water surfaces to the Embree scene and surface type map
b47a7536c4
Ray traces now continue through any water they hit (unless the water surface is the target)
e6ca952962
Add surface type map
fe100bb938
Change softness mode switch statement to expression
f6bcce9778
Add nine point shadow softness support
99697180cd
Add support for most of the shadow softness settings
ff91ad567b
Add LmParams parsing
350a891118
Add basic command line interface
0ea00fa109
Refactor to LightMapper class
ba31c21b0d
Add fake quad lighting (multisampling)
c64343f574
Clean up TraceRay function and remove old code (should have been in last commit tbh)
19882dcff2
Even better cell edge shadow clip handling
175be69b6d
Make TraceRay more generic
1282c6be19
Better handling of clipped shadows
926497b2c2
Use ToLightData on brush lights