[1:46:43][handmade_render_group.cpp: Enable LightingTest() to iteratively occlude]
[1:50:07][Run the game to see the shadowing looking kind of reasonable]
[1:51:21][handmade_render_group.cpp: Make LightingTest() perform one shadowing iteration, and run the game to see that the wall's front face is not all black]
[1:52:20][handmade_render_group.cpp: Move the Dest->Visibility setting one scope out in LightingTest()]
[1:52:39][Run the game to see that the wall's front face is still black here]
[1:53:51][handmade_render_group.cpp: Read carefully though the shadowing code in LightingTest()]
[1:56:01][handmade_render_group.cpp: Add assertions in LightingTest() and compile in debug mode]
[1:56:43][Run the game and fail to hit those assertions]
[1:58:44][handmade_render_group.cpp: Assert in LightingTest() that the Visibility >= Dest->Visibility on the first iteration]
[1:59:33][Run the game, hit that assertion and consider why]
[2:00:37][handmade_render_group.cpp: Add a Shadow in LightingTest() to accumulate based on the Visibility]
[2:04:42][Run the game to see our ambient occlusion solution]
[2:07:31][Blackboard: Pulling the r out of square root (A/π + r²)]
[2:10:36][@alexkelbo][Thank you very much for 400 days of programming. Had I remembered I would've sent you a golden crown to wear today. You're awesome!]
[2:10:43][@mtsmox][What do extra iterations do for ambient occlusion? I understand it for bouncing light, but shadows?]
[2:10:59][Blackboard: Calculating ambient occlusion over multiple iterations]
[2:16:12][@mtsmox][Should the accumulator for the light passes be reset to zero at the start of the next pass?]
[2:16:40][handmade_render_group.cpp: Make LightingTest() reset the accumulator]
[2:17:50][Run the game to see the current lighting]
[2:18:14][handmade_render_group.cpp: Make LightingTest() perform ambient occlusion]
[2:18:55][Run the game to see how that looks with ambient occlusion]
[2:20:50][handmade_config.h: Increase the Global_Renderer_Lighting_IterationCount and run the game to see how that looks]
[2:22:22][@thesizik][It seems like the ground colors are off. Looks like it goes light green > gray > dark green]
[2:24:24][handmade_render_group.cpp: Make LightingTest() cast the Element->Visibility calculation to a V4 in the setting of FrontEmit]