On Fri, Aug 11, 2017 at 12:40 AM, Vasco Alexandre da Silva Costa <
vasco.co...@gmail.com> wrote:

> The other issue that should be causing slowdowns is that the ANSI C code
> in rt_shootray() intersects one solid at a time and calls rt_bootfinal() on
> the partial results before continuing. In scenes with high depth complexity
> this means it will terminate earlier. So if you want an apples to apples
> comparison you'll have to force the ANSI C code to also process all the
> hits.

"If a_onehit == 0 and a_ray_length <= 0, then the ray is traced to

So we'll want to test trunk/ with default settings and with those settings
above to have a more apples to apples comparison vs the current OpenCL
algorithm which basically does that.

Vasco Alexandre da Silva Costa
PhD in Computer Engineering (Computer Graphics)
Instituto Superior T├ęcnico/University of Lisbon, Portugal
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