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* ray.c: Prevent lights from subtracting color in the shadeMorten Hustveit2014-12-02
* ray.c: Add missing freeMorten Hustveit2014-12-02
* ray.c: Halve the FOVMorten Hustveit2014-12-02
* ray.c: Calculate lighting only for nearest hitMorten Hustveit2014-12-02
* ray.c: Calculate reflection only once per hitMorten Hustveit2014-12-02
* ray.c: Create only one thread per coreMorten Hustveit2014-12-02
* ray.c: Use __builtin_expect to mark sphere collisions as unlikelyMorten Hustveit2014-12-02
* ray.c: Don't look for self in reflection on selfMorten Hustveit2014-12-02
* ray.c: Simplify trace_lineMorten Hustveit2014-12-02
* ray.c: Skip normalizing if light has negative contributionMorten Hustveit2014-12-02
* ray.c: Precalculate per-pixel ray directionsMorten Hustveit2014-12-02
* Minor style changesMorten Hustveit2014-12-02
* Make a headless entry point for benchmarking purposesMorten Hustveit2014-12-02
* ray: make threadedMartin Stensgård2011-11-15
* Animation.Martin Stensgård2010-10-22
* Cleanup.Martin Stensgård2010-10-20
* Ray traced glory!Martin Stensgård2010-10-20
* Works.Martin Stensgård2010-10-20
* Fail.Martin Stensgård2010-10-19
* Weird effect.Martin Stensgård2010-10-18