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MitchellHansen bb9fab6305
Added lookat function. Fixed various coordinate missmatches and issues. Fixed camera movement. Added some input functions. I need some way to log fps and find those hitches
8 years ago
assets tweaked some groovy color effects, updated screeny. I think I might have added fog in this one too? 8 years ago
include Added lookat function. Fixed various coordinate missmatches and issues. Fixed camera movement. Added some input functions. I need some way to log fps and find those hitches 8 years ago
kernels Added lookat function. Fixed various coordinate missmatches and issues. Fixed camera movement. Added some input functions. I need some way to log fps and find those hitches 8 years ago
notes Various tweaks and modifications 8 years ago
shaders Got some geometry up and rotating. It will be pretty trivial to pass in 8 years ago
src Added lookat function. Fixed various coordinate missmatches and issues. Fixed camera movement. Added some input functions. I need some way to log fps and find those hitches 8 years ago
.gitignore Added a quick printout of the hardware info. Running into a problem choosing between platforms, going to abstract CL out into it's own class and hide all that logic 8 years ago
CMakeLists.txt Various tweaks and modifications 8 years ago
FindSFML.cmake Added a quick printout of the hardware info. Running into a problem choosing between platforms, going to abstract CL out into it's own class and hide all that logic 8 years ago
README.md Update README.md 8 years ago

README.md

Building this project is not difficult, but the setup prior can be. You must have OpenCL and SFML development libraries installed. You must also have OpenCL compatible hardware to run it on. The CMake file should take care of most of the configuration, but you have to point it to your SFML root directory before it will generate. Working in VS2015, I don't have Linux compatible hardware, but it does compile and run on the backup renderer albeit horrendously slowly. The macOS build was working around commit 50, but I no longer have access to a mac.

Papers used:

Efficient Sparse Voxel Octrees, Laine et al.

A fast voxel traversal algorithm for ray tracing, Woo et al.

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