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First, thanks for creating this amazing project.
I'm working on my own compute-based rtx-like implementation. The recursion call like traceray in closest hit shader is the single hardest problem I encountered. As far as I know, to support recursion you have to maintain a virtual stack and transform the original shader code into a reentryable state machine, or rewrite your recursive fn calls with different recursion versions by a given recursion depth limit.
The examples shown in https://www.shadowray.gl/ do not contain any recursion ray trace. I wonder if and how the recursion feature is correctly supported in this project.
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