Merge pull request #28 from nashmuhandes/ReadmeUpdate1

Update readme with more information about GPU and CPU baking, and als…
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Magnus Norddahl 2022-02-15 21:00:29 +01:00 committed by GitHub
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@ -7,7 +7,9 @@ that it can also bake lights. Once ZDRay has processed the level WAD it is ready
ZDRay is based on zdbsp for the node generation and originally used dlight for the lightmap generation. Special thanks to Randi Heit,
Samuel Villarreal, Christoph Oelckers and anyone else involved in creating or maintaining those tools.
The ray tracing code has been completely rewritten since. It now supports bounces and can do the ray tracing on the GPU.
The ray tracing code has been completely rewritten since. It now supports bounces and can do the ray tracing on the GPU. GPU ray
tracing requires a graphics card that has support for the Vulkan ray tracing API (for example, nvidia 10 series and higher). ZDRay
will automatically fall back to CPU tracing if no compatible GPU is found.
## ZDRay Usage
@ -47,7 +49,7 @@ Usage: zdray [options] sourcefile.wad
## ZDRay UDMF properties
<pre>
thing // ZDRayInfo (zdray properties for the map)
thing // ZDRayInfo (ZDRay properties for the map)
{
type = 9890;
suncolor = &lt;int&gt; (color)
@ -59,8 +61,17 @@ thing // ZDRayInfo (zdray properties for the map)
gridsize = &lt;float&gt; (default: 32, grid density for the automatic light probes)
}
thing // StaticLight (point or spot light to be baked into the lightmap)
thing // Static point light
{
type = 9876;
lightcolor = &lt;int&gt; (color)
lightintensity = &lt;float&gt; (default: 1)
lightdistance = &lt;float&gt; (default: 0, no light)
}
thing // Static spotlight
{
type = 9881;
lightcolor = &lt;int&gt; (color)
lightintensity = &lt;float&gt; (default: 1)
lightdistance = &lt;float&gt; (default: 0, no light)