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Update readme with more information about GPU and CPU baking, and also to clearly distinguish the static point and spotlight types.
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README.md
17
README.md
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@ -7,7 +7,9 @@ that it can also bake lights. Once ZDRay has processed the level WAD it is ready
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ZDRay is based on zdbsp for the node generation and originally used dlight for the lightmap generation. Special thanks to Randi Heit,
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Samuel Villarreal, Christoph Oelckers and anyone else involved in creating or maintaining those tools.
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The ray tracing code has been completely rewritten since. It now supports bounces and can do the ray tracing on the GPU.
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The ray tracing code has been completely rewritten since. It now supports bounces and can do the ray tracing on the GPU. GPU ray
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tracing requires a graphics card that has support for the Vulkan ray tracing API (for example, nvidia 10 series and higher). ZDRay
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will automatically fall back to CPU tracing if no compatible GPU is found.
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## ZDRay Usage
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@ -47,7 +49,7 @@ Usage: zdray [options] sourcefile.wad
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## ZDRay UDMF properties
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<pre>
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thing // ZDRayInfo (zdray properties for the map)
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thing // ZDRayInfo (ZDRay properties for the map)
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{
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type = 9890;
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suncolor = <int> (color)
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@ -59,8 +61,17 @@ thing // ZDRayInfo (zdray properties for the map)
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gridsize = <float> (default: 32, grid density for the automatic light probes)
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}
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thing // StaticLight (point or spot light to be baked into the lightmap)
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thing // Static point light
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{
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type = 9876;
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lightcolor = <int> (color)
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lightintensity = <float> (default: 1)
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lightdistance = <float> (default: 0, no light)
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}
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thing // Static spotlight
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{
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type = 9881;
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lightcolor = <int> (color)
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lightintensity = <float> (default: 1)
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lightdistance = <float> (default: 0, no light)
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