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authorskal <pascal.massimino@gmail.com>2026-03-22 23:51:40 +0100
committerskal <pascal.massimino@gmail.com>2026-03-22 23:51:40 +0100
commit12d5d5f1762a0c00405950b6ff5e564880f0ff36 (patch)
treeb6e03dbecd424f8a4c02c815b4fec9a160529d8e /README.md
parent8fd3eda0ed069b1a817261f8f4d6a35c565b3fe4 (diff)
refactor(cnn_v3): simplify sphere SDF in shadow pass, remove per-frame alloc
gbuf_shadow.wgsl — dfWithID(): - Sphere: replace inv_model local-space transform with direct world-space formula (length(p - center) - radius). Exact, no matrix multiply, no floating-point error from matrix inversion that can corrupt soft-shadow penumbra over 64 march steps. - lp/scale now computed only inside the cases that need them (box/torus/plane) instead of eagerly for every object. gbuffer_effect.cc — upload_scene_data(): - Replace per-frame std::vector<GBufObjectData> heap allocation with a file-static staging buffer s_obj_staging[256]: zero alloc per frame. handoff(Gemini): sphere SDF now exact; shadow march should be cleaner.
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