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