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https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-19 12:14:35 +02:00
Fixed MD5 models.
GI now bounces off textures properly.
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@@ -1639,6 +1639,7 @@ typedef struct glRaytracingMeshDesc_s
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uint32_t indexCount;
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int allowUpdate;
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int opaque;
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float averageColor[4];
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} glRaytracingMeshDesc_t;
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typedef struct glRaytracingInstanceDesc_s
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@@ -2227,6 +2228,7 @@ void APIENTRY glTextureSpecularMap(GLuint texture, GLboolean isSpecularMap);
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void APIENTRY glBindSpecularMapTexture(GLuint texture);
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void APIENTRY glSpecularMapTexture(GLuint texture);
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void APIENTRY glSpecularMapStrengthf(GLfloat strength);
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void APIENTRY glTextureAverageColorQD3D12(GLuint texture, GLfloat r, GLfloat g, GLfloat b, GLfloat a);
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void glUpdateTopLevelAceelStructure(
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glRaytracingSceneHandle_t scene,
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@@ -2272,6 +2274,7 @@ extern "C" {
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uint32_t glRaytracingGetMeshMaterialFlags(glRaytracingMeshHandle_t meshHandle);
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void glRaytracingSetMeshMaterialFlags(glRaytracingMeshHandle_t meshHandle, uint32_t materialFlags);
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void glRaytracingSetMeshGlass(glRaytracingMeshHandle_t meshHandle, int isGlass);
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void glRaytracingSetMeshAverageColor(glRaytracingMeshHandle_t meshHandle, float r, float g, float b, float a);
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// For callers that create raytracing instances directly instead of using the
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// shim's glUpdateTopLevelAceelStructure() helper. Glass meshes must also use
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@@ -2328,6 +2331,7 @@ void QD3D12_SetUpscalerSharpness(float sharpness);
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void QD3D12_SetToneMapBrightness(float brightness);
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void QD3D12_SetFrameGenerationMultiplier(int multiplier);
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int QD3D12_GetFrameGenerationMultiplier(void);
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int QD3D12_GetActiveFrameGenerationMultiplier(void);
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void QD3D12_SetCurrentWindowDLSSAllowed(int allowed);
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void QD3D12_EnableTAA(int enabled);
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