Garrett Johnson
Garrett Johnson
Hey @McCulloughRT are you still interested in making a PR? This would be great to get in in one of the upcoming releases!
After #346 "split axis" will no longer be needed.
**Steps** 1. Primary worker sorts and traverses down to 4 subnodes (or arbitrary level? based on number of threads option) 2. Start N-1 workers (+ main worker) on crunching the...
**Models** - Cessna: https://sketchfab.com/3d-models/plane-cedc8a07370747f7b0d14400cdf2faf9 - Humming Bird: https://sketchfab.com/3d-models/hummingbird-flying-4e6d591f6e50493aa5e31355084fc4e8 - Dragon: https://sketchfab.com/3d-models/dragon-flying-78f809b98bbe426e94d4024dc894b206
Heh to be honest I made this issue pretty flippantly once I saw the article on splitting thinking it was something to look into later 😅. Looking at the article...
Yeah thanks for the detailed write up @erichlof - it sounds like maybe at some point ray splitting could be valuable (still saves some rays!) but improving feature capability seems...
Are you already using the "firstHitOnly" field? Have you done any testing to see if this kind of optimization is actually beneficial for your use case? It should be possible...
> I am using the raicastFirst and there seem to be no difference from the regular ray cast The raycast first function should be significantly faster than the regular raycast...
I'll close this for now - I think it's best done with the shapecast functionality.
> Unfortunately it looks like gl.getShaderInfoLog() returns an empty string, so I don't know what could be causing it. This has been one of the frustrating things about debugging some...