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The GL3 renderer calculates the dynamic lightning through shaders on a per pixel base. GL1 and Vulkan calculate it on the CPU by manipulation the low resolution lightmaps an reuploading them afterwards. It would be nice if someone with Vulkan knowledge could port the shader base approach from GL3 to Vulkan since it gives a much better visual experience.
The GL3 renderer calculates the dynamic lightning through shaders on a per pixel base. GL1 and Vulkan calculate it on the CPU by manipulation the low resolution lightmaps an reuploading them afterwards. It would be nice if someone with Vulkan knowledge could port the shader base approach from GL3 to Vulkan since it gives a much better visual experience.
Some informations about dynamic light calculations in GL1 can be found in Fabien Sanglards Quake II source code review: https://fabiensanglard.net/quake2/index.php
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