From 7cb01bab82db1dc463718bd1e1ae1bc8c954e3d8 Mon Sep 17 00:00:00 2001 From: Aaron Fenyes Date: Sun, 15 Sep 2024 11:38:32 -0700 Subject: [PATCH] Ray-caster: drop outdated performance comment The size of the internal fragment arrays is what really matters, as discussed in the "Display" page on the wiki. --- app-proto/inversive-display/src/inversive.frag | 3 +-- app-proto/sketch-outline/src/inversive.frag | 3 +-- 2 files changed, 2 insertions(+), 4 deletions(-) diff --git a/app-proto/inversive-display/src/inversive.frag b/app-proto/inversive-display/src/inversive.frag index 93bec50..ae3b930 100644 --- a/app-proto/inversive-display/src/inversive.frag +++ b/app-proto/inversive-display/src/inversive.frag @@ -13,8 +13,7 @@ struct vecInv { // --- uniforms --- -// construction. the SPHERE_MAX array size seems to affect frame rate a lot, -// even though we should only be using the first few elements of each array +// construction const int SPHERE_MAX = 200; uniform int sphere_cnt; uniform vecInv sphere_list[SPHERE_MAX]; diff --git a/app-proto/sketch-outline/src/inversive.frag b/app-proto/sketch-outline/src/inversive.frag index 93bec50..ae3b930 100644 --- a/app-proto/sketch-outline/src/inversive.frag +++ b/app-proto/sketch-outline/src/inversive.frag @@ -13,8 +13,7 @@ struct vecInv { // --- uniforms --- -// construction. the SPHERE_MAX array size seems to affect frame rate a lot, -// even though we should only be using the first few elements of each array +// construction const int SPHERE_MAX = 200; uniform int sphere_cnt; uniform vecInv sphere_list[SPHERE_MAX];