Backside triangles are handled correctly by implementing two-sided lighting model. Ray-tracing shader was optimized (up to 25% performance increase).
Test case for CR25833
This patch eliminates 3 samplers used in ray-tracing mode:
//! Texture buffer of data records of bottom-level BVH nodes.
Handle(OpenGl_TextureBufferArb) myObjectNodeInfoTexture;
//! Texture buffer of minimum points of bottom-level BVH nodes.
Handle(OpenGl_TextureBufferArb) myObjectMinPointTexture;
//! Texture buffer of maximum points of bottom-level BVH nodes.
Handle(OpenGl_TextureBufferArb) myObjectMaxPointTexture;
Serialized data contained in corresponding texture buffers were added to global scene buffers:
//! Texture buffer of data records of high-level BVH nodes.
Handle(OpenGl_TextureBufferArb) mySceneNodeInfoTexture;
//! Texture buffer of minimum points of high-level BVH nodes.
Handle(OpenGl_TextureBufferArb) mySceneMinPointTexture;
//! Texture buffer of maximum points of high-level BVH nodes.
Handle(OpenGl_TextureBufferArb) mySceneMaxPointTexture;
This modifications leads also to small performance improvement (~2%) due to higher texture cache efficiency. Some modifications in traversal function (GLSL code) also improve performance (~3%).
OpenGl_GraphicDriver::Redraw() - do not recompute structures more than required
OpenGl_Workspace::Raytrace() - bind proper FBO before clearing it
Visual3d_View::Redraw() - perform automatic 2nd redraw on device lost
Refraction index passed to raytrace shader.
For transparent objects implemented ray refraction according to refraction index.
Transparent materials modified to look better with refractions.