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Vulkan ray tracing: include tracks and roads, build triangle strips and fans

This commit is contained in:
2026-10-25 15:35:26 +01:00
parent cdacb4110b
commit 08f4f6ed60
5 changed files with 46 additions and 13 deletions

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@@ -252,9 +252,9 @@ the environment map only.
| `gfx.raytracing yes/no` | `no` | Vulkan renderer only, on a graphics card with ray queries (`VK_KHR_ray_query`): what the screen space reflections don't find is traced through the scenery around the camera instead of reflecting the sky. Read at the start; with `gfx.ssr no` all the reflections of the scenery are traced |
| `gfx.raytracing.range` | `500` | 10..5000: the scenery within this distance from the camera takes part in the traced reflections, and the rays are this long, metres |
The traced reflections hold what the environment map held before, as `gfx.reflections.fidelity` says: the tracks and the
terrain (0), the models within `gfx.reflections.range_instances` (1) and the vehicles within
`gfx.reflections.range_vehicles` (2, the default now), except the vehicle of the cab. `gfx.reflections.fidelity` and the
The traced reflections hold what the environment map held before, as `gfx.reflections.fidelity` says: the terrain
and the large shapes of the scenery (0), the tracks, the roads and the models within `gfx.reflections.range_instances` (1)
and the vehicles within `gfx.reflections.range_vehicles` (2, the default now), except the vehicle of the cab. `gfx.reflections.fidelity` and the
two ranges have no other use now; `gfx.reflections.framerate` still says how often the environment map (the sky) is
drawn. The point hit is lit by the sky, by the sun where nothing stands between them (a ray of its own) and by its own light; the lamps and headlights don't light it. Each part of a model gets its structure
for the tracing the first time it's met (a few a frame, so a new place fills in over some frames), and loses it when it