Aaron Fenyes
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f62f44b5a7
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Optimization: decouple internal and uniform SPHERE_MAX
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2024-08-27 00:00:48 -07:00 |
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Aaron Fenyes
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bf140efaf7
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Ray-caster: remove hard-coded test construction
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2024-08-26 13:51:01 -07:00 |
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Aaron Fenyes
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cbec31f5df
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Ray-caster: pass colors in through uniforms
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2024-08-26 13:41:34 -07:00 |
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Aaron Fenyes
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85db7b9be0
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Ray-caster: pass the sphere count as a uniform
In the process, start exploring array size limits of various kinds.
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2024-08-26 00:58:20 -07:00 |
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Aaron Fenyes
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5bf23fa789
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Ray-caster: pass spheres in through uniforms
Keep the hard-coded spheres for comparison.
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2024-08-25 21:40:59 -07:00 |
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Aaron Fenyes
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206a2df480
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Ray-caster: add a third test sphere
This helps confirm that the generalized depth-sorting is working.
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2024-08-25 16:41:31 -07:00 |
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Aaron Fenyes
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c18cac642b
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Ray-caster: generalize depth sorting
Switch from a hard-coded sorting network for four fragments to an
insertion sort, which should work for any number of fragments.
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2024-08-25 00:47:36 -07:00 |
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Aaron Fenyes
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8798683d25
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Ray-caster: store sphere data in arrays
This is a first step toward general depth sorting.
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2024-08-25 00:00:28 -07:00 |
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Aaron Fenyes
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766d56027c
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Ray-caster: move shaders to separate files
This properly reflects the modularity of the code, and it simplifies
indentation and syntax highlighting.
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2024-08-24 11:27:19 -07:00 |
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