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Dynamic ibl updates and misc fixes#3556

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scratchyrice wants to merge 5 commits intoOGRECave:masterfrom
scratchyrice:dynamic-ibl-updates-and-misc-fixes
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Dynamic ibl updates and misc fixes#3556
scratchyrice wants to merge 5 commits intoOGRECave:masterfrom
scratchyrice:dynamic-ibl-updates-and-misc-fixes

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@scratchyrice
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Updated auto mip generation logic, Updated IBL to support dual texture - diffuse and specular - input.

Updated D3D11 Mip map generation flag - will now only automatically generate mipmaps when TU_AUTOMIPMAP is set.
IBL can now accept seperate diffuse and specular textures.
@paroj paroj added this to the 14.x milestone Jan 19, 2026
AO Added to PBR pipeline on R channel in MR texture.
Comment thread Media/RTShaderLib/SGXLib_CookTorrance.glsl Outdated
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paroj commented Jan 19, 2026

I wondered why AO in filament is only ever mentioned in the directional light and found this:
KhronosGroup/glTF#915 (comment)

I think AO should only affect IBL and the ambient term.

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paroj commented Jan 19, 2026

also there should be a switch for reading AO in MR.x, as e.g. the DamagedHelmet MR map defaults to 0 in .x

}

vec3 IrradianceMap(samplerCube iblDiffuse, const vec3 n) {
return decodeDataForIBL(textureCubeLod(iblDiffuse, n, 0.0));
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cant you just copy this data into the highest mip level of iblEnvTexSpecular and use the "old" single texture path?

Maybe I should check your sample for actual usage though..

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