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Re: [Manta] r2042 - trunk/scenes


Chronological Thread 
  • From: Thiago Ize <thiago@cs.utah.edu>
  • To: Solomon Boulos <boulos@cs.utah.edu>
  • Cc: Thiago Ize <thiago@sci.utah.edu>, "manta@sci.utah.edu" <manta@sci.utah.edu>
  • Subject: Re: [Manta] r2042 - trunk/scenes
  • Date: Thu, 07 Feb 2008 13:21:23 -0700

Good question. I think the reason is did this many months ago is that rebuild can be parallelized, and preprocess currently doesn't do that. If you do this through keyframeanimation on the other hand, then the rebuild gets called during the render stage (and not scene creation or preprocess) and that allows the build to happen in parallel. This is also why I always had even single frames be under the keyframeanimation class (it was also partly due to laziness).

Thaigo

Solomon Boulos wrote:
Dang I thought I checked that. Why dont the kdtree and grid act more like the BVH and build during preprocess if needed?




On Feb 7, 2008, at 11:51 AM, "Thiago Ize" <thiago@sci.utah.edu> wrote:

Author: thiago
Date: Thu Feb  7 12:51:08 2008
New Revision: 2042

Modified:
  trunk/scenes/triangleSceneViewer.cc
Log:
fixing kdtree and CGT not working after the previous commit.

Modified: trunk/scenes/triangleSceneViewer.cc
==============================================================================
--- trunk/scenes/triangleSceneViewer.cc    (original)
+++ trunk/scenes/triangleSceneViewer.cc    Thu Feb  7 12:51:08 2008
@@ -175,6 +175,7 @@
    // the animation class.
Mesh* singleFrame = LoadModel(fileNames[0], triangleType, useFaceNormals, interpolateNormals);
    as->setGroup(singleFrame);
+    as->rebuild();
    group->add(as);
  }







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