Commits on Nov 14, 2011
  1. Manually merging in gaiaap's work

    Trevor committed Nov 14, 2011
Commits on Aug 28, 2011
  1. Fixed bug with texturing so full sphere is now textured.

    Added 'spots' texture in the html
    trevlovett committed Aug 28, 2011
  2. Partial texture mapping support

    Bug: sphere texture map only renders upper-half of sphere.
    trevlovett committed Aug 28, 2011
  3. Merge pull request #1 from gaiaap/master

    Here you go. Sorry about the massive code dump, but at least we'll only have to synchronize once. I have reason to bellieve that my slowdown relates to local config (older versions exhibit similar behavior now), but watch out for possible performance regr
    trevlovett committed Aug 28, 2011
  4. Inlined the intersection methods which yielded a small,

    but noticeable gain. Cleaned up all arbitrary indentation in
    favour of 8 spaces per indentation level, since that'll work
    consistently across more editors, and hopefully look better
    in GitHub commits as well.
    Lasse Nielsen committed Aug 28, 2011
  5. * Added clean UI allowing for on the fly modification of renderer

    settings. This has introduced dependencies on css/slider.css and
    js/slider.js. A very basic reset style sheet has also been added
    as reset.css.
    * All dependencies downloaded and commited along with the project files
    for quick local loading and future breakage prevention. This includes
    jquery (1.6.2) and compatible for tooltip support. The
    tooltips also requires a background .png placed in /images.
    * Numerous performance optimizations in the raytracer. Most notably
    removal of this/self references from the core loops and introduction
    of precalc LUTs where appropriate. All calculations pushed to
    outermost possible scope and local variable caching introduced as
    and when it was found to constitute an improvement. Methods with a
    single callee inlined for added performance. The recursion level has
    been limited to four, as this was found to be the highest visually
    beneficial detail level at our current resolution.
    Lasse Nielsen committed Aug 28, 2011
Commits on Aug 25, 2011
  1. Lighting calculations now performed on a scalar luma value, no 3-vect…

    …or rgb.
    Some inner loop optimizations, mostly manually unrolling the vector* functions.  More of this is probably needed.
    trevlovett committed Aug 25, 2011
  2. Very important README

    trevlovett committed Aug 25, 2011