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These will likely only need to be 1-2 bounces deep (and controlled separately from shadow maps), with the last bounce using the voxel grid data.
These are a great candidate for raytracing features to accelerate, but could be done using the previous OpenGL method, or possibly a screen / camera view texture collected on a previous frame.
This will affect gameplay, since the player needs to be able to see where they're aiming a light through a mirror.
The text was updated successfully, but these errors were encountered:
These will likely only need to be 1-2 bounces deep (and controlled separately from shadow maps), with the last bounce using the voxel grid data.
These are a great candidate for raytracing features to accelerate, but could be done using the previous OpenGL method, or possibly a screen / camera view texture collected on a previous frame.
This will affect gameplay, since the player needs to be able to see where they're aiming a light through a mirror.
The text was updated successfully, but these errors were encountered: