As I see, for analitic/punctual lights used fixed size of lights array https://github.com/NVIDIAGameWorks/RTXGI/blob/4dd1dd3db6d2bd41b8e1d7adc0101be52d52b0fb/samples/pathtracer/LightingCb.h#L25 https://github.com/NVIDIAGameWorks/RTXGI/blob/4dd1dd3db6d2bd41b8e1d7adc0101be52d52b0fb/samples/pathtracer/LightingCb.h#L50 Same is in RTX-Path-Tracing https://github.com/NVIDIAGameWorks/RTX-Path-Tracing/blob/7f7d0e96fec899186a7769dc4438bdd15221eeb2/RTXPT/SampleConstantBuffer.h#L27 @avmihut, @apanteleev how to refactor code for use variable number of lights, not fixed?
As I see, for analitic/punctual lights used fixed size of lights array
https://github.com/NVIDIAGameWorks/RTXGI/blob/4dd1dd3db6d2bd41b8e1d7adc0101be52d52b0fb/samples/pathtracer/LightingCb.h#L25
https://github.com/NVIDIAGameWorks/RTXGI/blob/4dd1dd3db6d2bd41b8e1d7adc0101be52d52b0fb/samples/pathtracer/LightingCb.h#L50
Same is in RTX-Path-Tracing
https://github.com/NVIDIAGameWorks/RTX-Path-Tracing/blob/7f7d0e96fec899186a7769dc4438bdd15221eeb2/RTXPT/SampleConstantBuffer.h#L27
@avmihut, @apanteleev how to refactor code for use variable number of lights, not fixed?