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"Bonsai" <bon### [at] b0n541 net> asked:
> What's the idea behind the new algorithm?
If it were done on a recent gfx-card, it would be called
tile-based-rendering ...
I simply subdive the area, I want to fill in smaller
ones, and only do inside these ones the collisiontest.
But that means, there "can" be collisions when two sub-areas
collide, especially when I specify a high density.
But I can't simply make the subareas smaller, and leave
a border around, because this would also make the tiles
visible...
I need to do some more experiments with that ...
BTW: here are 408000 spheres, distributed over 20x51
patches with 400 spheres in each patch.
1:48:22 Parse, 0:02:39 Trace (2560x1024,AA0.2)
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