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Merge dev into main branch #60
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…data +The application can now open the custom file format when such exists and extract the data from it directly. +Added the ability for primitives to be created from interleaved vertex buffers directly +Added missing MaterialData fields for complete material creation
[*] Correctly set shadow ray contribution in ReSTIR. Surfaces are no longer very specular by default.
+The custom file format now supports scene loading from GLTF files without the node hierarchy provided by GLTF *Fixed bug related to metallic roughness texture in custom file format *Updated tangent generation for custom file format to account for more edge cases
Add NRD and DLSS libraries to project
learning DX syntax
- Clean up old shader files before copying the new shader files. - Clean up Config.json in running directory after building to prevent wrong filepaths to shaders.
Waaaaay too hacky
[*] (Tried to make) CUDA shader copying more reliable.
*Fixed a bug with the recording of the scene data for the file format
…m file format for profiling purposes *Also changed the default scene in Application.cpp back to Sponza
Profiling statistics and small optimization.
[*] Fixed bug causing not all of the lights being built into the databuffer
+Readded parenting in scene graph after faulty merge
…e-DX11Wrapper Temporarily resizing output and render resolutions to match since DLSS doesn't upscale currently anyway.
…screenshot buttons
[*] Cuda fast-math compilation and Optix full optimization compilation
Adding DLSS/NRD/Optix denoiser progress to dev
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