Ray-caster: drop outdated performance comment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.
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@ -13,8 +13,7 @@ struct vecInv {
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// --- uniforms ---
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// --- uniforms ---
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// construction. the SPHERE_MAX array size seems to affect frame rate a lot,
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// construction
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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 = 200;
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const int SPHERE_MAX = 200;
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uniform int sphere_cnt;
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uniform int sphere_cnt;
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uniform vecInv sphere_list[SPHERE_MAX];
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uniform vecInv sphere_list[SPHERE_MAX];
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@ -13,8 +13,7 @@ struct vecInv {
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// --- uniforms ---
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// --- uniforms ---
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// construction. the SPHERE_MAX array size seems to affect frame rate a lot,
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// construction
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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 = 200;
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const int SPHERE_MAX = 200;
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uniform int sphere_cnt;
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uniform int sphere_cnt;
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uniform vecInv sphere_list[SPHERE_MAX];
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uniform vecInv sphere_list[SPHERE_MAX];
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