feat(render3d): texture filtering and shadow resolution a game can change while it runs

- r3d_set_anisotropy(level) updates every mipmapped texture already loaded (OpenGL parameter,
  Vulkan sampler record), not only later uploads; the game's setting never reached the scanned
  materials, which load before the settings are read.
- shadow_set_res(size) remakes the cascades at 1024 / 2048 / 4096 (shadow_res replaces the
  SHADOW_RES constant); lighting.glsl reads the texel size from the map, so OpenGL frames at
  2048 are unchanged.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-15 14:25:55 +03:00
parent c1eb5f399f
commit 5b28063b52
18 changed files with 72 additions and 24 deletions

View file

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bump: minor
type: feat
**Texture filtering and shadow resolution as settings a game can change while it runs.**
- `r3d_set_anisotropy(level)` sets the anisotropic filtering of every mipmapped texture already
loaded, not only of later uploads, on OpenGL and Vulkan.
- `shadow_set_res(size)` remakes the cascades' depth layers at 1024, 2048 or 4096 (`shadow_res`
replaces the `SHADOW_RES` constant); the lighting reads the texel size from the map.