Hello, So after reviewing the code with the ‘weave_segs’ kernel last thursday with Vasco Costa via Skype, i made some improvements on the code and submitted today an initial patch with the ‘weave_segs’ kernel and the code to weave segments into partitions. (The patch can be found here https://sourceforge.net/p/brlcad/patches/468/). It contains a bit vector of 32 bits to represent the segments in each partition and the respective assertion on the host code to ensure that there aren’t more than 32 segments per ray. Would appreciate some feedback on the patch. I tested the code with scenes containing union, difference and intersection operations and the resulting images matched the images from the ansi c code. I will attach a diff file with the code I made to eval the partitions and to shade the evaluated partitions (white/black shading). It doesn’t support CSG scenes with more than 1 region yet! I will be working next on adding support to evaluate CSG scenes with more than 1 region and shading the objects with the correct materials. Thanks in advance for the help! Marco Domingues |
white_shade_ocl.patch
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