[9:40][Remove the SampleTable from EndLightingComputation() and lighting_solution][:"data structure" :lighting]
[10:33][Walk through the rest of EndLightingComputation()][:lighting :research]
[11:57][Determine to store persistent information in the light probes][:lighting :speech]
[13:20][Determine to specify and track light sources][:lighting :speech]
[14:55]["Bias" in the context of :rendering vs :sampling][:speech]
[16:59][Summarise our determination regarding light probes and tracking of light sources][:lighting :speech]
[17:34][Prepare EndLightingComputation() to implement persistent light probes][:lighting]
[21:00][Reacquaint ourselves with the light probe data in game_render_commands and lighting_solution][:"data structure" :lighting :research]
[23:35][Remove light_probe and the LightProbes buffer from lighting_solution][:"data structure" :lighting]
[23:59][Consider handling variable amounts of light from the six directions, by using a uniform :sampling pattern, pre-multiplied based on the rays-per-face][:"data structure" :lighting :speech]
[26:59][Make EndLightingComputation() accumulate light persistently across frames][:lighting]
[39:58][Make EndLightingComputation() blend the accumulated light using our equation, rather than pre-multiplying in a first pass][:lighting]
[44:28][Prepare to voxelise our light probes][:lighting :research]
[45:39][Consider the :performance of our voxel :sampling and trilinear blending][:lighting :run]
[46:34][Determine to use our voxel spatial indexing for now][:lighting :speech]
[47:39][Make EndLightingComputation() call AddProbeToSpatialIndex() on all light probes, making the latter take the ProbeP and Radius to save it having to look up the light_probe][:lighting]
[54:58][Make EndLightingComputation() accumulate the irradiance of light probes during voxelisation, introducing IrradiancePack()][:lighting]
[1:05:05][Reacquaint ourselves with GetCornerLightIndex() and GetProbeLightingFor(), noting a positional bug][:lighting :research]
[1:10:19][Make EndLightingComputation() stuff some test irradiance into our light probes][:lighting]
[1:15:11][Make InitLighting() and BeginLightingComputation() set up our light probe voxel grid, and EndLightingComputation() clear the ProbeIndexPtr (while meaning to clear the ProbeIndex)][:lighting]
[1:32:47][Switch ComputeLightPropagation() and friends to our new implementation of light probes, augmenting the lighting_solution with LightProbeP and LightProbeIrradiance pointers][:lighting]
[1:42:59][Make EndLightingComputation() set the solution's light probe data][:lighting]
[1:44:14][Crash in AddProbeToSpatialIndex()][:lighting :run]
[1:44:57][Fix MapIntoGrid() to clamp the light probe voxel cell coordinates][:lighting]
[1:51:12][@roam00010011][@handmade_hero Why does the [~hero Handmade Hero] channel not have the "game development" and "programming" tags?]
[1:52:35][@Brian][Q: The debug text still not working? I'm guessing yes for I've not seen it, but was curious if I just missed it). I did see earlier that you have begin / end lighting][:"debug system"]
[1:53:04][@mindfulkid][Q: Do you have any examples of good written software (open source) that you would recommend someone to study or that you yourself studied in the past?]
[1:54:38][@eddiesutrecht][Q: Where's puss?]
[1:55:01][@dragoonx6][Q: " @jhucktemp: Does his color scheme have a name? It's very pleasing to the eye"]
[1:55:33][@altoverflow][Q: How can we improve the web?]
[1:58:14][@Brian][Q: Someone had mentioned during the stream perhaps you needed 1.0f - IrrBlendU? (You had 1 - IrrBlendU). Perhaps you have already addressed this][:lighting]
[1:59:09][@npcxx][Q: Is DirectX dependent on the C runtime? Can it be used without it?][:api :library]
[2:01:13][@Brian][Q: I would guess so, because it might cast it to a integer. I had just read the chat][:language]
[2:01:23][Walk through the IrrBlendV initialisation in terms of int-to-float conversion][:language]