![]() Model = glm::translate(model, glm::vec3(0.5f * size.x, 0.5f * size.y, 0.5f * size.z)) // move origin of rotation to center of quad Simulation::render() looks like this: void Simulation::render()įor (size_t i = 0 i (SCR_WIDTH) / static_cast(SCR_HEIGHT), 0.1f, 100.0f) ![]() In my rendering loop I’m calling the “render” method: while (!glfwWindowShouldClose(window)) Can I somehow improve performance? Maybe by using compute shaders or CUDA? The problem is that the spacing between the flying photons is too large, and when I increase the number of them even more, the animation starts to stutter.
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