Handmade Hero Day 096 - Introduction to Lighting
Handmade Hero Day 072 - Proper 3D Inclusion Tests
Handmade Hero Day 094 - Converting sRGB to Light-linear Space
Handmade Hero Day 099 - Test Environment Maps
Handmade Hero Day 081 - Creating Ground with Overlapping Bitmaps
Handmade Hero Day 097 - Adding Normal Maps to the Pipeline
Handmade Hero Day 638 - Recording Diagram Commands
Handmade Hero Day 098 - Normal Map Code Cleanup
Handmade Hero Day 079 - Defining the Ground
Handmade Hero Day 146 - Accumulation vs. Explicit Calculation
Handmade Hero Day 102 - Transforming Normals Properly
Handmade Hero Day 404 - Voxel-Indexed Lighting Samples
Handmade Hero Day 397 - Converting Depth Peel Data to Lighting Data
Handmade Hero Day 391 - Planning Better Lighting
Handmade Hero Day 086 - Aligning Ground Buffers to World Chunks
Handmade Hero Day 066 - Adding Support for Non-spatial Entities
Handmade Hero Day 073 - Temporarily Overlapping Entities
Handmade Hero Day 210 - Consolidating Debug Data Storage
Handmade Hero Day 085 - Transient Ground Buffers
Handmade Hero Day 093 - Textured Quadrilaterals