David Wallace wrote:
> You are talking about the vertex shader part of a graphics card and its
> limited applicability to surfaces generated mathematically via POV-Ray.
> I am more interested in the pixel shader and offloading the texture
> evaluation, especially the built-in patterns, to the graphics card. That
> should be much easier.
Of course, and much less effective, too ;-) Before you embark on optimizing
a ray-tracer, you need to understand where performance bottlenecks exist
(see literature) ... and for ray-tracing that very, very rarely is the
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