Add notes about future optimization possibilities.

This commit is contained in:
johnmccutchan
2008-02-14 22:15:25 +00:00
parent 594963b25d
commit b0403a8ee4

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@@ -10,7 +10,10 @@
/* Future optimization strategies:
1. BBOX prune before loading shape data
2. When doing bvh tree traversal do it once for entire batch of rays.
2. Could reduce number of dmas for ray output data to a single read and write.
By sharing the temporary work unit output structures across objects.
3. The reason SpuRaycastNodeCallback1 is slower is because the triangle data isn't
being cached across calls. Fix that by doing the final ray pruning inside the callback.
*/
/* Future work: