State sampled D32 requirement in lighting docs

This commit is contained in:
Emil
2026-09-24 03:56:59 +03:00
parent 6cc4b3ff7f
commit f384af705d
2 changed files with 9 additions and 6 deletions
+8 -5
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@@ -64,11 +64,14 @@ tiles or draw budget still illuminates, **without a shadow**. Disabling
The renderer reports requested faces, rendered faces, tiles, and drops by cause
in [Diagnostics](diagnostics.md) and the [Player profile](profiling.md).
Faset uses separate sampled D32 sun and local atlases, normally 2048×2048 pixels
each. If a device cannot use that size, the renderer tries 1024×1024; if a
sampled depth atlas cannot be created, the affected lights fall back to unshadowed
illumination and report unavailable shadow views. Scheduled atlas tiles are
cleared and redrawn each frame; there is no persistent shadow cache yet.
Faset requires sampled D32 depth images for the renderer itself. On a supported
device, it uses separate sun and local atlases, normally 2048×2048 pixels each.
If an optional atlas cannot use that size, the renderer tries 1024×1024. When
the local atlas cannot be allocated, or the sun atlas cannot be allocated but
a 1×1 sampled D32 fallback image can, affected lights remain unshadowed and
report unavailable shadow views. A device without sampled D32 support cannot
start this renderer. Scheduled atlas tiles are cleared and redrawn each frame;
there is no persistent shadow cache yet.
Sprite-only scenes, a missing sun, and a sun with `casts_shadow: false` skip sun
shadow raster work.