[15:03][handmade_world_mode.cpp: Prevent UpdateAndRenderWorld() from calling OutputLighting()]
[16:32][Run the game and hunt for a key binding to capture a frame]
[18:53][Capture a frame and see that the lookup sampler contains all 0]
[20:18][Run the game, run PushLighting() and capture a frame to see our expected values in the lookup sampler]
[21:55][handmade_render_group.cpp: Make OutputLightingTextures() set the fragment shader's lighting texels and colour to known values]
[25:16][Capture a frame, but find that the compiler has optimised out the lighting texels and colour]
[26:33][handmade_opengl.cpp: Investigate why the texelFetch in CompileZBiasProgram() is not using our structured art, with a few words on graphics programming]
[31:13][handmade_opengl.cpp: Verify VoxP in CompileZBiasProgram() by colouring the voxels by their address]
[32:21][Run the game to see our colour-coded representation of the voxel lookup]
[33:10][handmade_opengl.cpp: Make CompileZBiasProgram() set the colour from the VoxP after flooring]
[33:41][Run the game to see that this is still as expected]
[34:48][handmade_opengl.cpp: Make CompileZBiasProgram() perform texelFetch() on our verified values]
[36:59][Run the game and still see black]
[37:28][Consult the OpenGL Shading Language Specification for texelFetch()[ref
[1:57:14][@bestalloys][Why no indentation on the shader code?]
[1:58:29][@butwhynot1][Have you tried CUDA? Do you think it's a reasonable way to do GPU programming? AMD is trying to get a CUDA compatible compiler so it could be usable on both vendors soon]
[2:00:28][@4bitlightning][Could you try to use #include and the multi line strings together for the shader code?]
[2:01:20][@poohshoes][I've just started a project and am working through the setup on Day 002. You had set up a PatBlt on WM_PAINT to alternate black and white. If I made no mistakes then it doesn't work on windows 10, I'm instead getting all white and if I drag the window around, the new part of the window becomes black? Do you know if there are any caveats for windows 10 I should be worried about? Should I keep going or is it important to get this working exactly the same?]
[2:02:19][@nxsy][Do you have any suggestions on how to start going about voxelising more complex 3D meshes rather than simpler geometric shapes? Break them up into simpler geometric version / LOD meshes first? Should each mesh be pre-voxelised, or do you need to recalculate relative to the world / view position (and possibly distance from camera)?]
[2:04:08][@nxsy][Not necessarily doing it on the GPU, but to provide what the GPU needs to do this sort of lighting with more complex meshes]
[2:06:54][Blackboard: 2D rasterization]
[2:08:16][Blackboard: Conservative rasterization]
[2:12:17][Blackboard: Faster voxelization, using Reyes rendering[ref