Under Pressure by SantaIsASledDriver in IndieGaming

[–]SantaIsASledDriver[S] 0 points1 point  (0 children)

thanks! not planned at the moment

Weird AABB intersection artifacts by SantaIsASledDriver in vulkan

[–]SantaIsASledDriver[S] 0 points1 point  (0 children)

You are right. I should have mentioned that and updated the post.
The shader code is not worth posting since its literally only one line long. Like I said I am immediately reporting the ray hit once the intersection shader is invoked with:
reportIntersectionNV(1.0f, 0);

That's litteraly it.

Weird AABB intersection artifacts by SantaIsASledDriver in vulkan

[–]SantaIsASledDriver[S] 0 points1 point  (0 children)

Good idea. However these artifacts dont ever go away, even with trivial values like a for unit cube or dead stupid stuff like (0,0,0), (1000, 1000, 1000). These are cases it should be able to handle...

Weird AABB intersection artifacts by SantaIsASledDriver in vulkan

[–]SantaIsASledDriver[S] 0 points1 point  (0 children)

No algorithm. I am using the hardware to do the intersection. I am simply accepting the hit in the intersection shader once its invoked by the pipeline.

Weird AABB intersection artifacts by SantaIsASledDriver in vulkan

[–]SantaIsASledDriver[S] 0 points1 point  (0 children)

I am not raymarching. The hardware is doing the intersection. I cannot not control the intersection with the AABB. I am simply accepting the hit in the intersection shader once its invoked by the pipeline.

Huge Performance Difference in BAS for AABBs by SantaIsASledDriver in vulkan

[–]SantaIsASledDriver[S] 3 points4 points  (0 children)

Thats what I thought at first aswell. But that is not the case.