Jiajun
Jiajun
For a game engine, the best testing about performances and features is to make a game.
To improve coding details: * define FORCEINLINE macro explicitly to force some methods to compile as inline. * force all string hash to be executed in the compile time. *...
``` fs_SingleScattering_RayMarching.sc void main() { vec3 rayStart = u_cameraPos; vec3 rayDir = normalize(v_worldPos.xyz); // lightDir was optimized here vec3 lightDir = normalize(-u_LightDir); // We assume that camera always in atmosphere....
* CppCon 2017: Alfred Bratterud “Delegate this! Designing with delegates in modern C++” * https://github.com/Armillus/Delegate * https://simoncoenen.com/blog/programming/CPP_Delegates
In this case, we can't check if TargetShape's vertex position changed or not compared with SourceShape.
- Some faces will be reversed after 1->0->1 - Quality is not good