Ray-caster: enlarge the construction data uniforms
No noticeable effect on GPU performance.
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@ -25,7 +25,7 @@ vecInv sphere(vec3 center, float radius) {
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// construction. the SPHERE_MAX array size seems to affect frame rate a lot,
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// even though we should only be using the first few elements of each array
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const int SPHERE_MAX_UNIFORM = 12;
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const int SPHERE_MAX_UNIFORM = 200;
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uniform int sphere_cnt;
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uniform vecInv sphere_list[SPHERE_MAX_UNIFORM];
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uniform vec3 color_list[SPHERE_MAX_UNIFORM];
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@ -127,7 +127,7 @@ fn main() {
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on_mount(move || {
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// list construction elements
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const SPHERE_MAX: usize = 12;
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const SPHERE_MAX: usize = 200;
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let mut sphere_vec = Vec::<DVector<f64>>::new();
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let color_vec = vec![
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[1.00_f32, 0.25_f32, 0.00_f32],
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