I don't really want to make my code have the requirement of needing shaders at this point. As it currently stands, i can run it on any device / machine that can compile C++ and has a way for me to copy pixels to the display and find that really attractive since i have a lot of lateral mobility (while maintaining a single code base) Not quite sure all of what I want to do with it yet and that lateral mobility is really nice for me, and makes it easy to showcase the techniques i came up with. If i could use something like perhaps OpenCL and i could abstract it well enough such that the same code worked on CPU and GPU, i'd be interested in something like that, but i dont want to fork it or muddy the waters or limit my options just yet. 2012/2/24 Stéphane Marchesin <stephane.marchesin@xxxxxxxxx> > On Fri, Feb 24, 2012 at 11:29, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > > "The trouble is that floating point implementations are a mess." > > > > That's what i'm hitting and it makes me sad hehe > > > > "1) be very careful about the stability of the numerical methods you use. > > That is the best way to avoid problems cause by variations in precision." > > > > Agreed... I've investigated a little into this but so far no luck on > finding > > the problem. I'm also making sure and be as "smart" as possible about > the > > math. For instance as the ray walks through my world grid, I don't > check if > > the ray is between the beginning and end time (the time period of the ray > > being inside the cell), i check that it's less than the end time since if > > you are close enough to the edge of a cell, and use perhaps slightly > > different equations for the start and end, you could have different > values > > and get into problems that way where an intersection fell between cells > :P > > > > "So, maybe you should look at how to do all this in the GPU, rather that > in > > the CPU." > > > > That would be really awesome. I would love to do that, but for the > google > > "Native Client" at least, they don't expose a way to do that which is > kind > > of sad. I think you are right though, it might be really awesome to > make it > > able to run on the GPU with OpenCL or something just to see how much > faster > > it is (hopefully WAY fast) > > Why can't you use GLES2 for that? It's definitely possible to do > raytracing in GLES2 with shaders, compute APIs are not required for > that (you don't need the thread synchronization stuff for raytracing). > > Stéphane > > --------------------- > To unsubscribe go to http://gameprogrammer.com/mailinglist.html > > >