We're still hammering out little cg errors. It's really frustrating to have the concepts for BVH trees and raytracing so solidly planned out, and get continually bogged down by cg compile errors. We're regretting our decisions to implement in cg now. CUDA definitely would have been easier to work with. Unfortunetly we wanted maximum portablity and to be able to follow the paper as best as possible. It doesn't seem worth it anymore. =(
At the moment all our textures seem to be passing okay. There seem to be some problem with simple cg calls our main kernel is making to other cg helper kernels. Specifically our Intersection test. There doesn't seem to be any good reason why it shouldn't work. We'll keep debugging it.
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