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Commented out #include <inttypes.h>. fixes #112
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2 changed files with 2 additions and 2 deletions
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@ -271,7 +271,7 @@ __________________________________________
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scene independent cascaded shadow mapping.
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scene independent cascaded shadow mapping.
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The implementation is very fast with single taps (400 fps average per
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The implementation is very fast with single taps (400 fps average per
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scene on a GTX 660 ti OC) however I defaulted it to 16 taps so the shadows look
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scene on a GTX 660 ti OC) however I defaulted it to 16 taps so the shadows look
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really good which should you give stable 100 fps on todays hardware.
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really good which should give you stable 100 fps on todays hardware (2014).
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The shadow filtering algorithm is based on Carmack's research which was
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The shadow filtering algorithm is based on Carmack's research which was
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released in the original Doom 3 GPL release draw_exp.cpp.
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released in the original Doom 3 GPL release draw_exp.cpp.
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@ -57,7 +57,7 @@ extern "C"
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#define INT64_C(c) (c ## LL)
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#define INT64_C(c) (c ## LL)
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#define UINT64_C(c) (c ## ULL)
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#define UINT64_C(c) (c ## ULL)
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#endif
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#endif
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#include <inttypes.h>
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//#include <inttypes.h>
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//#endif
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//#endif
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#include <libavcodec/avcodec.h>
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#include <libavcodec/avcodec.h>
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