Hey, thanks a lot for your answers !
Thanks, actually it's raytracing (well, I think so...) : each pixel launches a ray and its color is multiplied by the hit meshes ones, which explains the background is white
. With this method it's very easy to make reflects or shadows, transparency or diffraction effects (that I'll try to implement) with the same code. Actually, there is no FPS ! I thought I couldn't display it, which was very stupid, I'll add it next time
. Thanks for Monday, I'm curious of the result !
Thanks, I note it down
. You're right for the shadow, it's caused by the nd-grid (yes, N.D. are my initials...) building algo, which is not perfect yet, and btw can seriously be improved to optimize again the performances
. But it's geometrically more complex than I thought...
Thank you, I must say normally the graphic card shoudn't change the performances because, as it's software rendering, the applet only uses the brute force of the CPU
. Hmm, that said, maybe it shouldn't be stupid to try to use CUDA or something like that for the "trivial" calculations, like rays tranformations according to the camera or things like that...
Ha ha ! No the FPS isn't displayed, Actually I'll try not to put it white (that's a stupidity I'm able to do
Hi, Julien, thanks for the test !
Ha ha, I could have bet you'd talk about 3DzzD ! Maybe keep in mind it's raytracing (I insist)... 3DzzD is a fantastic engine (I don't know d3caster) but in a way it emulates the work of a graphic card, what I try to do is closer to a project like Larrabee. Theorically that can easily do things very complex for graphic cards like diffraction, smooth shapes or realistic shadowing, with no loss of performance.