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ppsspp/GPU/Software
Henrik RydgårdandClaude Opus 5.5 583ba4c8ed SoftGPU: Attenuate with the squared length the GE already has
The quadratic attenuation term is the light vector's squared length from its
normalization, not d * d (gpu/probe exp63 and exp100: point and spot
attenuation now exact).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-02 15:09:43 -06:00
..

To get to 100% compatibility, we will need a software renderer as there are games out there that do tricks
that can't really be faked in a sensible way. Useful for homebrew too that mix sw and accel rendering.