[1:34:55][Modify light_voxel_cell for Octahedral Encoding][:"data structure" :lighting]
[1:38:02][Stub out ComputeVoxelIrradianceAt(), SpamVoxelSlice(), GetLightAmount() and EndLightingComputation() for Octahedral Encoding][:lighting]
[1:41:41][Toggle to TEST_LIGHT_SPHERE in EndLightingComputation() and implement that path for Octahedral Encoding][:lighting]
[1:57:02][:Run the game][:lighting]
[1:57:48][Capture a frame in RenderDoc][:lighting :run]
[2:01:14][Fix the ElIndexC and ElIndexD computations in EndLightingComputation()][:lighting]
[2:05:10][Capture a frame in RenderDoc][:lighting :run]
[2:06:14][Q&A][:speech]
[2:06:49][@somebody_took_my_name][Q: Quick note, you overwrite the x value which is used for the y value with encoding / decoding octahedrals][:lighting :mathematics]
[2:07:01][Fix UnitVectorFromOctahedral() to use O.x and O.y in the Ox and Oy settings][:lighting :mathematics]
[2:07:35][@somebody_took_my_name][And I think the Oz doesn't need to be negated in the UnitVectorFromOctahedral() function][:lighting :mathematics]
[2:08:58][@somebody_took_my_name][Q: Does it always have to be positive?][:lighting :mathematics]
[2:09:23][Fix UnitVectorFromOctahedral() to set the Result from Ox, Oy and Oz][:lighting :mathematics]
[2:09:31][Fix OctahedralFromUnitVector() to compute Ox and Oy as temporary variables][:lighting :mathematics]
[2:10:18][@howdydutty][Q: If 1 - SumXY is less than 0, then Oz would already be negative][:lighting :mathematics]
[2:10:49][Prevent UnitVectorFromOctahedral() from negating Oz][:lighting :mathematics]
[2:11:13][@sagian2005][Q: Reference code[ref
title="Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields"
author="Jean-Philippe Guertin, Derek Nowrouzezahrai, Morgan McGuire"
url=http://jcgt.org/published/0008/02/01/] uses a "signNotZero" function instead of "signOf"][:lighting :mathematics]
[2:12:00][@xxthebigfoxx][Q: I think you have a typo on the Trilerp code where you index by \[Ty\]\[Ty\] and \[Tx\]\[Tx\] instead of \[Ty\]\[Tx\] in both places][:lighting :mathematics]
[2:12:17][@sagian2005][Q: But it's returning positive for 0][:lighting :mathematics]
[2:12:33][@sagian2005][Q: It should return 0 for 0[ref
title="Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields"
author="Jean-Philippe Guertin, Derek Nowrouzezahrai, Morgan McGuire"
[2:15:22][@xxthebigfoxx][Q: I think you have a typo on the Trilerp code where you index by \[Ty\]\[Ty\] and \[Tx\]\[Tx\] instead of \[Ty\]\[Tx\] in both places][:lighting :mathematics]
[2:15:51][@somebody_took_my_name][Q: Another RenderDoc image?]
[2:16:04][Capture a frame in RenderDoc][:lighting :run]
[2:16:59][@somebody_took_my_name][Q: Is Oxy supposed to be mapped between 0 and 1 or -1 and 1 in the setup light code?][:lighting]
[2:17:51][Fix EndLightingComputation() to map Oxy from -1 to 1][:lighting :mathematics]
[2:18:54][Capture a frame in RenderDoc][:lighting :run]
[2:19:48][@tinspin][Q: If it's okay to ask something off-topic? Why aren't more engines using dynamic .dll / .so for hot-deployment of game code?][:"hot reloading" :library]
[2:20:11][@jimdopango][Q: Do you find it annoying to keep hopping between editor and debugger when you are programming? In your ideal environment would these two tools be unified in the same window?]
[2:21:36][@vaualbus][Q: Could be a good idea to add to the :"debug system" a way to look at the OpenGL texture? So we could switch less from the game?][:"debug visualisation"]
[2:21:51][@x1bzzr][Q: Don't you think using a .cpp file instead of a batch file for build setup and configuration would be better since batch files are so bad?]
[2:22:19][@maliusarth][Q: Unreal only does it fairly recently using an external tool which cost them almost zero implementation effort][:"hot reloading" :library]