Editing User:Vasco.costa
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* Cache the compiled binaries so things aren't recompiled on every launch. | * Cache the compiled binaries so things aren't recompiled on every launch. | ||
* Quadrics Primitives: HYP, SUPERELL. | * Quadrics Primitives: HYP, SUPERELL. | ||
− | * Grids Primitives: '''DSP''', | + | * Grids Primitives: '''DSP''', EBM, HF (superseded by DSP), VOL. |
− | * Composite Primitives: '''PIPE | + | * Composite Primitives: '''PIPE''', METABALL, EXTRUDE, REVOLVE. |
* Instancing Primitive: SUBMODEL. | * Instancing Primitive: SUBMODEL. | ||
* Make Phong shader results look 100% similar to ANSI C librt. | * Make Phong shader results look 100% similar to ANSI C librt. | ||
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* Don't intersect primitives twice. This requires a dynamic memory allocator. | * Don't intersect primitives twice. This requires a dynamic memory allocator. | ||
* Smarter kernel scheduling for reduce thread divergence. For example coallesce all the quadric intersections. | * Smarter kernel scheduling for reduce thread divergence. For example coallesce all the quadric intersections. | ||
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* BOT plate mode. | * BOT plate mode. | ||
* FASTGEN support (both CLINE primitive and bool.cl code). | * FASTGEN support (both CLINE primitive and bool.cl code). | ||
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=OCL librt Development Status= | =OCL librt Development Status= | ||
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* OCL lighting modes: Phong, Diffuse, Surface Normals. | * OCL lighting modes: Phong, Diffuse, Surface Normals. | ||
* OCL lighting modes: Multi-hit transparent (Single Stage Render Pipeline only). | * OCL lighting modes: Multi-hit transparent (Single Stage Render Pipeline only). | ||
− | * ARB8 | + | * ARB8, EHY, ELL, EPA, ETO, PART, REC, RHC, RPC, SPH, TGC, TOR shot routines in OCL. |
* Surface normal routines for all OCL implemented primitives. | * Surface normal routines for all OCL implemented primitives. | ||
* CPU HLBVH BOT shot construction with OCL traversal and interpolated per pixel normals. | * CPU HLBVH BOT shot construction with OCL traversal and interpolated per pixel normals. |