( The photos are ONLY showing the GI, and are oversaturated to show the effect )
This is a very early prototype of my implementation of Light Propagation Volumes. I spent loads of hours on a very simple error, that turned out to be ridiculous:
void CE_NAMESPACE::DX11::RenderInstanced(int vertex_count, int instance_count, int vertex_start /*= 0*/, int instance_start /*= 0*/){ pDevcon->DrawInstanced(vertex_start, instance_count, vertex_start, instance_start); <- bad Bad BAD! pDevcon->DrawInstanced(vertex_count, instance_count, vertex_start, instance_start); <- perfect!}As I usually dont draw an instanced mesh without vertices nor indices, this function hasnt been called before, but, its fixed now. It was used for the directional voxel lighting passes.
Theres still A LOT of light bleeding, so I'll have to take care of that. And for some reason when the surface normal is parallel with an axis, the voxilization fails a lot. So, theres still a lot of work...
But it works! Sorta.