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Fixed compiling of the Vulkan backend
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README.md

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@@ -116,14 +116,16 @@ Very certain short term goals are to port and extend some improvements from Just
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* Native C++ AI & monsters code
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* Quake 3 gladiator multiplayer bot
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Other short term goals:
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* DX12/Vulkan renderer backend using the [NVIDIA Rendering Hardware Interface](https://github.com/NVIDIAGameWorks/nvrhi) by Stephen Pridham which will lead the path to advanced Ray Tracing techniques
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* Optional RmlUI support as an alternative to Flash
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---
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# May or may not ".plan" <a name="plan2"></a>
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* Scrap expensive multipass forward shading with a faster forward+ solution
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* Add [Volumetric Lighting](http://www.alexandre-pestana.com/volumetric-lights/)
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* Add a DX12 Ultimate renderer backend
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* Explore Screen Space Global Illumination with Christoph Schieds' A-SVGF realtime denoising because A-SVGF works really well in Q2RTX
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* Update texture compression based on [Basis Universal GPU Texture and Texture Video Compression Codec](https://github.com/binomialLLC/basis_universal)
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* Rip & Tear renderer backend with modern approaches by [The-Forge](https://github.com/ConfettiFX/The-Forge)
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* Replace collision detection and physics with PhysX 4.1
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---
@@ -676,7 +678,6 @@ convertMapToJSON mapfile | Command: Convert .map file to new .json
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* Some lights cause shadow acne with shadow mapping
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* Some shadows might almost disappear due to the shadow filtering or look off ("Peter panning" problem)
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* [HDR] HDR does not work with old-school stencil shadows
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* [HDR] MSAA anti-aliasing modes don't work with HDR: Use SMAA with r_antiAliasing 1
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* [Vulkan] **Vulkan backend is unfinished in general**
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* [Vulkan] Shadow Mapping is not supported yet

RELEASE-NOTES.md

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@@ -66,6 +66,8 @@ This patch also contains a couple of func_group related bugfixes. func_group wor
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* Stencil shadows work again (thanks to Stephen Pridham)
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* Fixed black screen after using the reloadImages command
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* Added CMake options STANDALONE and DOOM_CLASSIC
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* Added command convertMapQuakeToDoom `<map>` that expects a Quake 1 .map in the Valve220 format and does some Doom 3 specific fixes

neo/renderer/Vulkan/Image_VK.cpp

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@@ -493,17 +493,6 @@ void idImage::CopyDepthbuffer( int x, int y, int imageWidth, int imageHeight )
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}
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/*
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========================
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idImage::SetPixel
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========================
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*/
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void idImage::SetPixel( int mipLevel, int x, int y, const void* data, int dataSize )
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{
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SubImageUpload( mipLevel, x, y, 0, 1, 1, data );
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}
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/*
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========================
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idImage::SetTexParameters

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