- 07 8月, 2021 1 次提交
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由 Matt Pharr 提交于
(By calling Imf::setGlobalThreadCount() in InitPBRT().) This noticeably speeds things up after rendering with high-resolution and many-channel output images.
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- 06 8月, 2021 4 次提交
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
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- 05 8月, 2021 1 次提交
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由 Matt Pharr 提交于
Fixes #159.
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- 02 8月, 2021 4 次提交
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
imgtool- Add DCI-P3 to the list of available colorspace options
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由 jim price 提交于
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- 01 8月, 2021 3 次提交
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
There's no need to carry around a heavy ParameterDictionary here; getting rid of it markedly improves Moana startup time.
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由 Matt Pharr 提交于
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- 31 7月, 2021 14 次提交
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
This gets rid of a bunch of unnecessarily duplicated code... (And removes a long-obsolete assumption that all area lights are DiffuseAreaLights.)
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
First here is now SceneStateManager, which implements the ParserTarget interface and takes care of handling graphics state management. As parts of the scene are defined, it passes them along to a SceneProcessor, a new interface that currently has a single implementation that now takes the name "ParsedScene". In time, this will make it easier to try asynchronous creation of scene objects as parsing occurs. For now, it seems to give a ~5% reduction in startup time for the Moana Island scene.
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
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- 29 7月, 2021 13 次提交
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由 Matt Pharr 提交于
(Lots of files not generated from the book had gotten crusty.)
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由 Matt Pharr 提交于
Add support for reading gzip scene files
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由 jim price 提交于
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由 jim price 提交于
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
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由 Matt Pharr 提交于
No functional changes, but a little less redundancy now. Also, fixed a few memory leaks.
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