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MitchellHansen bfb6d922a3
Working on lights, I'm conceeding and just using a fixed array. I think it will be faster in the long run, as I won't have to rebind the lights when I add/remove one. Also wrestling with really lame compiler erros with these templated pointers
8 years ago
assets Textures were suprisingly trivial with the plane intersection code hashed out 8 years ago
include Working on lights, I'm conceeding and just using a fixed array. I think it will be faster in the long run, as I won't have to rebind the lights when I add/remove one. Also wrestling with really lame compiler erros with these templated pointers 8 years ago
kernels SFML packets have no documented structure so I had to packet them out myself. Low Energy 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 Working on lights, I'm conceeding and just using a fixed array. I think it will be faster in the long run, as I won't have to rebind the lights when I add/remove one. Also wrestling with really lame compiler erros with these templated pointers 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 Not sure if I'm a huge fan that I have to specify the folders in the includes now 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.

Featuring...

  • Efficient Sparse Voxel Octrees, Laine et al.
  • A fast voxel traversal algorithm for ray tracing, Woo et al.
  • Blinn-Phong lighting
  • Shadowing
  • Textures

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