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* main_glut.c: Enable double bufferingMorten Hustveit2014-12-02
| | | | This prevents screen flickering during screen updates.
* main_glut.c: Clear window and center animationMorten Hustveit2014-12-02
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* Subtract the central sphere, and update the animation to matchMorten Hustveit2014-12-02
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* ray.c: Prevent lights from subtracting color in the shadeMorten Hustveit2014-12-02
| | | | Also add some ambient light.
* ray.c: Add missing freeMorten Hustveit2014-12-02
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* ray.c: Halve the FOVMorten Hustveit2014-12-02
| | | | This makes the spheres look more spherical.
* ray.c: Calculate lighting only for nearest hitMorten Hustveit2014-12-02
| | | | This loses 5ms/frame on yelena.
* ray.c: Calculate reflection only once per hitMorten Hustveit2014-12-02
| | | | This saves 10ms on yelena.
* main_headless.c: Remove whitespace at end of linesMorten Hustveit2014-12-02
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* ray.c: Create only one thread per coreMorten Hustveit2014-12-02
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* ray.c: Use __builtin_expect to mark sphere collisions as unlikelyMorten Hustveit2014-12-02
| | | | This saves 10ms/frame on yelena.
* 3dmath.c: Remove sqrt from sphere_intersectMorten Hustveit2014-12-02
| | | | | Interestingly, this seems to only save 1ms/frame on yelena. But that's still 16% of a 60fps frame.
* ray.c: Don't look for self in reflection on selfMorten Hustveit2014-12-02
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* ray.c: Simplify trace_lineMorten Hustveit2014-12-02
| | | | This doesn't save any time.
* ray.c: Skip normalizing if light has negative contributionMorten Hustveit2014-12-02
| | | | This saves about 3ms/frame on yelena.
* 3dmath.c: Early out of sphere_intersect on t <= 0Morten Hustveit2014-12-02
| | | | | | | The loop in ray.c discards any data from intersections with t <= 0 anyway, so we might as well not calculate it. This saves 15 ms/frame on yelena.
* 3dmath.c: Throw restrict on all parameters to sphere_intersectMorten Hustveit2014-12-02
| | | | This saves 3ms / frame on yelena.
* 3dmath.c: In normalize, calculate reciprocal only once, and use sqrtfMorten Hustveit2014-12-02
| | | | This saves about 12ms per frame on yelena.
* ray.c: Precalculate per-pixel ray directionsMorten Hustveit2014-12-02
| | | | This saves 16ms/frame on yelena.
* 3dmath: Use const-correct function declarationsMorten Hustveit2014-12-02
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* Minor style changesMorten Hustveit2014-12-02
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* Make a headless entry point for benchmarking purposesMorten Hustveit2014-12-02
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* Makefile: LDFLAGS+=-pthreadMartin Stensgård2014-12-02
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* ray: make threadedMartin Stensgård2011-11-15
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* autotoolifyMartin Stensgård2011-11-15
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* Animation.Martin Stensgård2010-10-22
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* Cleanup.Martin Stensgård2010-10-20
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* Ray traced glory!Martin Stensgård2010-10-20
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* Works.Martin Stensgård2010-10-20
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* Fail.Martin Stensgård2010-10-19
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* Weird effect.Martin Stensgård2010-10-18