1 | 1) change shader system: look into fx files
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2 | 2) tone mapping
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3 | bloom (gaussian blur)
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4 | use downsampling: first 4x4 to luminance then 3 times further to 1x1
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5 | use 3 new render render targets for this
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6 |
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7 | 3) mrt channels:
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8 |
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9 | 2 mrts:
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10 |
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11 | mrt 1: rgba color + emmissive / luminance
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12 | mrt 2: world pos + projected depth
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13 | mrt 3: normals + w coordinate
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14 | mrt 4: flip-flop for mrt1
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15 |
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16 |
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17 | 4) idea: donwsample color texture for ao
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18 |
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19 | 5) use depth formula on projected depth (or use linear depth)
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20 | in order to combine ao + diffuse lookup into on texture lookup
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21 |
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22 |
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23 | reorder mrts:
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24 |
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25 | mrt 1: rgba color + projected depth
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26 | mrt 2: luminance
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27 | mrt 3: normals + w coordinate
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28 | mrt 4: flip-flop with mrt1 / store luminance after ssao
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29 |
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30 |
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31 | 6) render sun disc
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32 |
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33 |
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34 |
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35 | ssao:
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36 |
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37 | 1) implement bilateral filtering
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38 | 2) check physical properties
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39 |
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40 | paper of 2007 arikan formula:
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41 |
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42 | SW(P, C, r) = 2 * pi * (1 - cos(asin (r / |PC|)))
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43 |
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44 | but not working properly!
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45 |
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46 | 3) normal mapping
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47 |
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48 | working but already done!
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49 |
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50 |
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51 | problems:
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52 |
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53 | 4) update of converged regions
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54 |
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55 | something could become visible
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56 |
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57 | a) from outside
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58 | b) from previously occluded regions
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59 |
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60 | a) could use ratio of samples outside current frame / last frame
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61 | but slows donw code
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62 |
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63 | 5) dynamic objects:
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64 |
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65 | a) make ao stick on object: this should
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66 | be possible somehow, as the information is still available!!
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67 |
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68 | tried to use difference of ao intensity between previous and
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69 | current frame to find out if pixel ao is not valid anymore.
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70 | but problems as some flickering was introduced while update of
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71 | dynamic objects was not fast enough (annoying grey fade effect)
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72 |
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73 | b) fix the contact shadow on the floor:
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74 |
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75 | check when pixel not valid anymore: do that by checking for each
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76 | sample if they were invalidated recently. if so, then invalidate
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77 | current pixel ao. for each point, theoretically you don't have
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78 | to compare the depth of the current pixel, but the depth of the
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79 | samples taken for ao
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80 |
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81 |
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82 | idea for incorporation of dynamic objects:
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83 |
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84 | store object id with render target
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85 | for each object we know the trafo
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86 | when doing the back projection =>
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87 |
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88 | as usual:
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89 | we have the world space position of the current pixel
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90 | find pixel from last frame using the old projection view trafo
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91 |
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92 | but now we first apply the inverse transformation that brought the
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93 | last pixel to the current pixel and then the old projection view!!
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94 |
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95 | => now we do the equality comparison as usual
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96 |
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97 |
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98 | for reducing flickering:
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99 |
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100 |
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101 | keep chain of kernels constant based on the state of convergence=>
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102 |
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103 | only use a single kernel, rotate based on noise texture
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104 | we use fixed offset into the noise texture based on the #frames samples were accumulated
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105 |
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106 | problem:
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107 |
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108 |
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109 |
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110 | =========================
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111 |
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112 | 1) ssao filter kernel: grows smaller too fast => flickering ... use
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113 | adaptive number of samples instead of size?
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114 | 2) fix color bleeding
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115 | 3) fix ssao2 so that ssao contribution stays constant for both methods
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116 | 4) find physical expressions for constants in ssao
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117 | 5) retry normal discontinuity for ssao filter
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118 | 6) fix adaptive sampling for ssao and ssao2
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119 | a) sample adaptive if found invalid sample
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120 | b) sample adaptive if number of valid samples small?
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121 |
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122 | q: is it good to choose new weight as we do? (approx 4 frames)
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123 | or shouldn't we just completely reset sample?
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124 |
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125 |
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126 |
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127 | shading todo:
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128 |
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129 | bloom
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130 | dof
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131 | lense flar
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132 | god rays
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133 | sun disc
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134 | environment lighting
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135 |
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136 | 1) antialiasing very slow: try separable filter and one direction at a time
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137 | 2) try cross filter for ssao without tempcoh
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138 | 3) fix model directory => clean up structure (city/model => models ?)
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139 | 4) fix namespaces: one main namespace for core functions + math functions?
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140 | one util namespace
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141 |
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142 | 5) clean up hacks:
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143 |
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144 | normalmapping
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145 | render target flipflopping for tone mapping
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146 | scenequery
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147 |
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148 | fix walk speed for deferred shading
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149 |
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150 | fix color bleeding
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151 | fix ao2
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152 | fix full resolution mode
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153 |
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154 | for the paper: make ao more efficient, for example we do not need to downsample normal texture for ao version 1
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155 | also for full resolution mode: test what happens if we do not use downsampling, look why currently so slow with full resolution (was previously > 80 frame or so!!)
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156 |
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157 |
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158 | ///////////////
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159 |
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160 | always update tempcoh after changes to sample intensity usw.
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161 | make halton sequence local to sampling method, no global static!!
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162 |
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163 |
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164 | make better DOF
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165 |
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166 | clouds
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167 |
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168 | god rays
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169 |
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170 | animation
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171 |
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172 |
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173 | ################################
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174 | ## pompeii todo:
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175 |
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176 | 1) improve performance:
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177 | make better objects (jiri?)
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178 |
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179 | 2) use better bvh code (also use size to handle floor plane)
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180 |
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181 | 3) shading problems:
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182 |
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183 | create own normals:
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184 |
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185 | flat normals
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186 | use crease angles
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187 |
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188 | find out about degenerate vertices
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189 |
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190 | find out about missing texcoords
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191 |
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192 |
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193 | #####################################
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194 |
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195 | fix shadows
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196 |
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197 | find out ssao artifacts on edges (near edge no ambient occlusion)
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198 |
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199 |
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200 | ///////////
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201 |
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202 | shadows not working proberly with chc!!! (too many triangles, slow!!)
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203 |
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204 | sibenik: textures dissappear!!
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205 |
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206 | optimize!!
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207 | full resolution, sky test (stencil??), shadows
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208 | smaller textures??
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209 | test normal ssao with simpler shader!
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210 |
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211 | fix normals!! |
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