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docs: how a surface gets its texture, and what a lossless USD round t…
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#207:
Commit
0821a3b
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33s
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Index every shaderdb once, and settle what the last unbound meshes ac…
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#206:
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d429419
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41s
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Roads take the texture their own shader binds -- the last name-match …
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#205:
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7c6613d
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33s
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33s
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Look in every shaderdb dump, not just this level's
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#204:
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1093ec4
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repaint() could never fix anything: wrong cache key, and it ran too late
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#203:
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9574ac6
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A shader that streams nothing is not a shader without textures
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#202:
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6ff56da
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41s
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Hide the volumes hiding INSIDE a mesh, not just the ones that are a w…
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#201:
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49a814c
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Bind every variation, and every slot a colour map is named with
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#200:
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Recognise every slot a colour map arrives under, and stop overriding …
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#199:
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Terrain layers from the real binding: the shader names them, the shad…
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#198:
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4818e88
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Never bind an unidentified texture as the diffuse
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#197:
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Bind textures per subset, and find the shaderdbs the level actually n…
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#196:
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Prefer a shader's slot binding for the diffuse, and say why there is …
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#195:
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Texture bindings: resolve the materials, and count a subset bound onl…
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#194:
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dbb8ec6
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Roads: take the surface from the level, not from MP_001's asphalt
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#193:
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4268747
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Stop inventing texture bindings, and name the real cause of the green…
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#192:
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c74467f
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Standalone: say what is loading, with hints for the surprising parts
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#191:
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6229bed
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Roads: draw both faces, and confirm they render
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#190:
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f0ac3ec
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Draw the level's roads: ribbons out of TerrainDecals, end to end
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#189:
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d44d92d
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36s
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Terrain: find a level's ground textures where it keeps no Terrain/Tex…
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#188:
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Terrain reads as ground, not a white sheet -- and the trace for why i…
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#187:
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Standalone: one owner for the camera, and restore the statics the bui…
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#186:
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d363598
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28s
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Merge mesh textures by richest entry, not first seen
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#185:
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2504cdc
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38s
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Repaint the instanced batches, and stop bare subsets rendering grey
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#184:
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dbff700
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39s
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Instance the baked statics, and paint every copy
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#183:
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