Unify environment light texture handling in MaterialXRenderMsl#2870
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warrenm wants to merge 1 commit intoAcademySoftwareFoundation:mainfrom
Open
Unify environment light texture handling in MaterialXRenderMsl#2870warrenm wants to merge 1 commit intoAcademySoftwareFoundation:mainfrom
warrenm wants to merge 1 commit intoAcademySoftwareFoundation:mainfrom
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This PR seeks to address #2851.
The core issue is that the Metal rendering code wasn't honoring the indirect lighting property of the light handler. However, changing the logic to match that of the implementation in
bindLighting()in GlslProgram isn't quite enough. There were actually two independent paths for binding IBL textures in the Metal implementation, one inbindLighting()and one in the lower-levelbindTextures(). This change unifies those two paths into a single path relying on the explicit bound texture mechanism currently used for shadow mapping.This change seems fairly natural to me, but I would appreciate any other Metal renderer implementation experts weighing in.
Tested in MaterialXView on macOS Tahoe 26.4:
fix.mov