Fixed MD5 models.

GI now bounces off textures properly.
This commit is contained in:
Justin Marshall
2026-05-21 18:58:43 -07:00
parent 1f5f0733fe
commit 345e6bfc81
10 changed files with 384 additions and 70 deletions
+4
View File
@@ -1639,6 +1639,7 @@ typedef struct glRaytracingMeshDesc_s
uint32_t indexCount;
int allowUpdate;
int opaque;
float averageColor[4];
} glRaytracingMeshDesc_t;
typedef struct glRaytracingInstanceDesc_s
@@ -2227,6 +2228,7 @@ void APIENTRY glTextureSpecularMap(GLuint texture, GLboolean isSpecularMap);
void APIENTRY glBindSpecularMapTexture(GLuint texture);
void APIENTRY glSpecularMapTexture(GLuint texture);
void APIENTRY glSpecularMapStrengthf(GLfloat strength);
void APIENTRY glTextureAverageColorQD3D12(GLuint texture, GLfloat r, GLfloat g, GLfloat b, GLfloat a);
void glUpdateTopLevelAceelStructure(
glRaytracingSceneHandle_t scene,
@@ -2272,6 +2274,7 @@ extern "C" {
uint32_t glRaytracingGetMeshMaterialFlags(glRaytracingMeshHandle_t meshHandle);
void glRaytracingSetMeshMaterialFlags(glRaytracingMeshHandle_t meshHandle, uint32_t materialFlags);
void glRaytracingSetMeshGlass(glRaytracingMeshHandle_t meshHandle, int isGlass);
void glRaytracingSetMeshAverageColor(glRaytracingMeshHandle_t meshHandle, float r, float g, float b, float a);
// For callers that create raytracing instances directly instead of using the
// shim's glUpdateTopLevelAceelStructure() helper. Glass meshes must also use
@@ -2328,6 +2331,7 @@ void QD3D12_SetUpscalerSharpness(float sharpness);
void QD3D12_SetToneMapBrightness(float brightness);
void QD3D12_SetFrameGenerationMultiplier(int multiplier);
int QD3D12_GetFrameGenerationMultiplier(void);
int QD3D12_GetActiveFrameGenerationMultiplier(void);
void QD3D12_SetCurrentWindowDLSSAllowed(int allowed);
void QD3D12_EnableTAA(int enabled);