forked from bartvdbraak/blender
9830eeb44b
The idea is to record all possible transparent intersections when shooting transparent ray on GPU (similar to what we were doing on CPU already). This avoids need of doing whole ray-to-scene intersections queries for each intersection and speeds up a lot cases like transparent hair in the cost of extra memory. This commit is a base ground for now and this feature is kept disabled for until some further tweaks. |
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bvh_nodes.h | ||
bvh_shadow_all.h | ||
bvh_subsurface.h | ||
bvh_traversal.h | ||
bvh_types.h | ||
bvh_volume_all.h | ||
bvh_volume.h | ||
bvh.h | ||
qbvh_nodes.h | ||
qbvh_shadow_all.h | ||
qbvh_subsurface.h | ||
qbvh_traversal.h | ||
qbvh_volume_all.h | ||
qbvh_volume.h |