Handmade Hero Day 413 - Encoding Light Values
Handmade Hero Day 414 - Improving Light Distribution
Handmade Hero Day 412 - Debugging Voxel Interpolation
Handmade Hero Day 411 - Switching to Rectangular Lighting Elements
Handmade Hero Day 415 - Per-primitive Lighting Samples
Handmade Hero Day 418 - Smoothing Light Samples Over Time
Handmade Hero Day 397 - Converting Depth Peel Data to Lighting Data
Handmade Hero Day 416 - Separating Lighting and Geometry Submission
Handmade Hero Day 407 - Starting to Debug Volume Textures
Handmade Hero Day 421 - Passing Lighting as Boxes
Handmade Hero Day 410 - Tracking Incident Light
Handmade Hero Day 406 - Getting a Graphics Debugger Working
Handmade Hero Day 408 - Finishing Debugging Volume Textures
Handmade Hero Day 417 - Adding a Debug View for Lighting Points
Handmade Hero Day 403 - Off-line Lighting and Per-vertex Reflectors
Handmade Hero Day 405 - Crashing the Stream with a Fragment Shader
Handmade Hero Day 425 - Entity-based Lighting Storage
Handmade Hero Day 420 - Pushing Lighting Information Directly
Handmade Hero Day 437 - Switching to Precomputed Hemisphere Distributions
Handmade Hero Day 401 - Debugging Lighting Transfer