Dmytro
Dmytro
One more issue. When I wrote in command line PathTracer -s c:\temp\glTF-Sample-Models\2.0\WaterBottle\glTF-Binary\WaterBottle.glb program fails. in Main.cpp from line 524 must be rewriten ``` if (!sceneFile.empty()) { scene = new Scene();...
I check tests from https://github.com/KhronosGroup/glTF-Sample-Models glTF-Sample-Models\2.0\SpecularTest\ not passed. Specular parameter not changed  glTF-Sample-Models\2.0\SpecGlossVsMetalRough\ not passed. Right bottle not texture mapped like left bottle  right result by https://github.com/SaschaWillems/Vulkan-glTF-PBR ...
Agreed with blue in scenes - increase number of bounces helps to render blue colored boxes. But other is not solved yet
not always. 3%-10% speedup when executing JS code. Maybe you rewrite my hash function in assembler? bottlenecks is copy functions, .Name = .Name + and balansed tree not too fast....
.Name = .Name +can be changed to add widechars to array and then fast copy to .Name at finish of cycle
my hash function is simpler and faster function thrHashKey(const Key:TBESENString):TBESENHash; var i,h:longword; begin if length(key)
yes! it's X31Hash. same function used in TFPHashList Function FPHash(const s:shortstring):LongWord; var p,pmax : PChar; begin {$push} {$Q-} Result:=0; p:=@s[1]; pmax:=@s[length(s)+1]; while (p
one more interesting https://perso.liris.cnrs.fr/david.coeurjolly/publications/perrier18eg.html
VCM slowed down up to 50% or more after merging with bsdf branch. Maybe material processing is slower or so. Previous and current version of renderer I compile with VS...
What you mean as "callable shaders"?