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* Process segments instead of hit points.  Use registers to store segments.  Make all available rendering modes (full, diffuse, normals, multi-hit transparent) work in a single pass. This speeds up the full and transparent modes like 2-3x.
 
* Process segments instead of hit points.  Use registers to store segments.  Make all available rendering modes (full, diffuse, normals, multi-hit transparent) work in a single pass. This speeds up the full and transparent modes like 2-3x.
 
* Also updated the multiple-kernel launch renderer code to work with the segment list approach. It might be slower than the single-kernel launch renderer but we might eventually need the whole segment list in memory at the same time to perform more advanced rendering.
 
* Also updated the multiple-kernel launch renderer code to work with the segment list approach. It might be slower than the single-kernel launch renderer but we might eventually need the whole segment list in memory at the same time to perform more advanced rendering.
* Fixed the ocl material colors. It seems a solid's basic material color is in the end rather than the beginning of the regions list it has...
 
  
  
 
* Well folks GSoC 2015 is finally over! Mission complete! I thank everyone who made this possible:  
 
* Well folks GSoC 2015 is finally over! Mission complete! I thank everyone who made this possible:  
 
**Google: Carol Smith
 
**Google: Carol Smith
**BRL-CAD: brlcad (Sean), Stragus, ``Erik, starseeker.
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**BRL-CAD: brlcad (Sean), Stragus, starseeker, ``Erik.
 
These were the most notable task supporters to list. The deepest thanks go to my parents for tirelessly supporting me during this code marathon.
 
These were the most notable task supporters to list. The deepest thanks go to my parents for tirelessly supporting me during this code marathon.

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