Incorrect light source placement on some object lights
2420bbef4f
Handle spotlight property
51e3a3a9e7
Add prop spotlight parsing
22600a27e5
Add inner radius support
cb526c634c
Make lighting use all cores
dca1b1e5ed
Extract light strength calculation to method in prep for inner radius handling
dcecc33bcd
Handle HDR and light strength multiplication in AddLight
Missed rays on triangle edges
Incorrect light source placement on some object lights
HSB to RGB conversion doesn't match DromEd lighting
196e97a8fd
Apply light property position offset
fa360b02cc
Remove ClipPoly3d
b480753c13
Share 2d mapped points of poly across all light calculations
ef32b47e02
Implement plane mapper struct and use it in clipping functions
422630c2d9
Neaten up ClipPointToPoly3d
49a1b4bfcc
More accurate handling of lights hitting the luminance limit
ca43e6f8a5
Correctly handle light strength close to light source
d144bdb6e9
Add Sphere AABB intersection test
edd01952e7
Discard planes that don't intersect with sphere
ead1943820
Add math utility class
10a8a31520
Add light falloff and diffuse angle
e004292e53
Handle object lights with radius 0
63133da6a4
Time everything
94286e134f
Add timing class from TMV
d5664b2614
Swap chunk merging so we're not making the mission chunks too big
3a445ef6d8
Add light radius check
8bde33ebf2
Simplify lightmap origin calculation and adjust to cast from center of pixel
f4c4237306
Per lightmap pixel raycasting
6a9aac972d
Bit of cleanup
b55d58b9fe
Fix incorrect radius on object light
eaf440bd03
Remove blank methods
0d01de1a29
Use more appropriate input handling methods
931e01337f
Add asset browser to main scene with hotkey
1edceee044
Generate mipmaps for lightmap
f85514a40a
Generate mipmaps for textures