From 5cd5f215643b4d1da9dd25c70314e4ed27958a93 Mon Sep 17 00:00:00 2001 From: Robert Beckebans Date: Fri, 7 May 2021 13:14:00 +0200 Subject: [PATCH] Fixed reloading of images after bakeEnvironmentProbes... --- RELEASE-NOTES.md | 10 ++++++---- neo/renderer/OpenGL/Image_GL.cpp | 2 +- neo/renderer/RenderBackend.h | 2 +- 3 files changed, 8 insertions(+), 6 deletions(-) diff --git a/RELEASE-NOTES.md b/RELEASE-NOTES.md index 5dc08549..3d846090 100644 --- a/RELEASE-NOTES.md +++ b/RELEASE-NOTES.md @@ -34,12 +34,12 @@ The light rigs aren't made for PBR but it is possible to achieve good PBR lighti PBR allows artists to create textures that are based on real world measured color values and they look more or less the same in any renderer that follows the PBR guidelines and formulars. -***RBDOOM-3-BFG only supports the standard PBR roughness/metal workflow.*** +***RBDOOM-3-BFG only supports the standard PBR Roughness/Metallic workflow.*** ## Baked Global Illumination using Irradiance Volumes and Image Based Lighting -***To achieve the typical PBR look from an artistic point of view it also means to that it is necessary to add indirect lighting. -Doom 3 and even Doom 3 BFG had no indirect lighting.*** +*To achieve the typical PBR look from an artistic point of view it also means to that it is necessary to add indirect lighting. +Doom 3 and even Doom 3 BFG had no indirect lighting.* ### Irradiance Volumes aka Light Grids @@ -258,7 +258,9 @@ Here is an overview of the changes made to TrenchBroom: * Fixed ellipse bug when using Grabber gun in HDR mode #407 -* Added LoadEXR using tinyexr, LoadHDR using stb_image +* Added LoadEXR using TinyEXR, LoadHDR using stb_image + +* Optimized R_WriteEXR using TinyEXR compression * Added Spherical Harmonics math from Probulator by Yuri O'Donnell diff --git a/neo/renderer/OpenGL/Image_GL.cpp b/neo/renderer/OpenGL/Image_GL.cpp index b8cfc9ef..b1b106d7 100644 --- a/neo/renderer/OpenGL/Image_GL.cpp +++ b/neo/renderer/OpenGL/Image_GL.cpp @@ -875,7 +875,7 @@ void idImage::PurgeImage() } // clear all the current binding caches, so the next bind will do a real one - for( int i = 0 ; i < MAX_MULTITEXTURE_UNITS ; i++ ) + for( int i = 0; i < MAX_MULTITEXTURE_UNITS; i++ ) { glcontext.tmu[i].current2DMap = TEXTURE_NOT_LOADED; glcontext.tmu[i].current2DArray = TEXTURE_NOT_LOADED; diff --git a/neo/renderer/RenderBackend.h b/neo/renderer/RenderBackend.h index 6ec134ce..1c6b739a 100644 --- a/neo/renderer/RenderBackend.h +++ b/neo/renderer/RenderBackend.h @@ -48,7 +48,7 @@ struct tmu_t unsigned int currentCubeMap; }; -const int MAX_MULTITEXTURE_UNITS = 8; +const int MAX_MULTITEXTURE_UNITS = 14; enum stencilFace_t {