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Support linear emission textures on quad lights - #377
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@kvankooten Merging #376 created conflicts with PR. Can you update it? Thanks! |
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That was expected, should be all good now! |
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Quad lights currently support only constant emission color. Add
ANARI_VISRTX_LIGHT_QUAD_TEXTURE: an optionalcolorMaparray of finite, nonnegative linear RGB values multiplies the light's emitted radiance.The same bilinearly filtered image is used for illumination and visible/reflected emission. Image edits refresh the CUDA texture and mean used for light-selection power; removing or replacing the map preserves array/texture ownership. The implementation uses the current array-owned CUDA residency API.
This branch contains one texture feature commit directly on
next_release, after the MDL and quad-light shaping PRs were merged upstream. Textures multiply the existing cone/focus attenuation in both light sampling and visible/reflected emission. The texture test checks this composition.Validation after rebasing onto
next_release(525d93a6, 2026-10-20): Windows Release rebuild with CUDA 13.2 and OptiX 7.7, with MDL disabled. TestQuadLightTexture, TestQuadLightShaping, TestQuadLightFocus, 6 host unit tests and 4 existing lighting regressions all passed (13 tests, none skipped).The rendering-integration branch now starts from upstream's merged MDL and shaping implementations and adds only the remaining texture branch. Its tracked source tree is identical to the MDL-enabled version built and validated earlier on 2026-10-20: all 21 feature, host and rendering checks passed, including the upstream MDL descriptor/binding tests and shaping-plus-texture composition. Those MDL-enabled results were reused based on exact source-tree equality; they were not rerun for this history-only integration update.