[1:53:41][@pseudonym73][@cmuratori Am I right in thinking that you're taking into account the geometric (cos theta) factor on the receiving surface, but not on the emitting surface?][:lighting :rendering]
[1:53:55][@groggeh][Q: In a trade like blacksmithing, you use your tools to make better tools over time. Do you think programming should be like this, where you build tools that you reuse every project? Or should you rebuild most of your code every project?]
[1:56:48][@pseudonym73][Q: That may explain why it wasn't energy preserving][:lighting :rendering]
[1:57:19][@m0re85][Q: Could you explain the purpose of multiple pointer levels like void *****whatever? Is it just an array of array of array of array... I can't think of a viable example, can you give one?][:language]
[1:58:01][@mtsmox][Q: Is the direction of the light correctly recalculated if you only take positive z into account, negative z is also a correct normal, right?][:lighting :rendering]
[1:58:48][Make OutputLightTextures() and CompileZBiasProgram() correctly recalculate the light for both positive and negative Z values][:hardware :lighting :rendering]
[2:01:00][:Run the game to see the :lighting solution][:rendering]
[2:01:29][@longboolean][Q: In the case of the red wall only being lit by the 3rd or 4th bounce, shouldn't the red wall not reflect any red light because the blue wall is mostly only reflecting blue light?][:lighting :rendering]
[2:02:26][@pseudonym73][Q: Yeah, but think back. The original problem was that the solution was blowing up, wasn't it?][:lighting :rendering]
[2:03:26][@m0re85][Q: void ** is clear, everything above is bogus][:language]
[2:03:40][Pointers to Pointers][:blackboard :language]
[2:05:59][@pseudonym73][Q: Just as a suggestion, the ultimate solution might be to use temporal coherence. Do one bounce per frame, and use the previous frame's solution for the indirect :lighting term][:rendering]
[2:07:01][@darkenderio][Q: Two weeks ago I asked about sound input. I just want to specify that I was thinking about the data structure to store the sound input. So like you have it setup with the :"platform layer" handling the sound input and passing it to the game][:audio]