Ray-caster: drop outdated performance comment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.
This commit is contained in:
Aaron Fenyes 2024-09-15 11:38:32 -07:00
parent f47be08d98
commit 7cb01bab82
2 changed files with 2 additions and 4 deletions

View File

@ -13,8 +13,7 @@ struct vecInv {
// --- uniforms --- // --- uniforms ---
// construction. the SPHERE_MAX array size seems to affect frame rate a lot, // construction
// even though we should only be using the first few elements of each array
const int SPHERE_MAX = 200; const int SPHERE_MAX = 200;
uniform int sphere_cnt; uniform int sphere_cnt;
uniform vecInv sphere_list[SPHERE_MAX]; uniform vecInv sphere_list[SPHERE_MAX];

View File

@ -13,8 +13,7 @@ struct vecInv {
// --- uniforms --- // --- uniforms ---
// construction. the SPHERE_MAX array size seems to affect frame rate a lot, // construction
// even though we should only be using the first few elements of each array
const int SPHERE_MAX = 200; const int SPHERE_MAX = 200;
uniform int sphere_cnt; uniform int sphere_cnt;
uniform vecInv sphere_list[SPHERE_MAX]; uniform vecInv sphere_list[SPHERE_MAX];