The variable _debugMiss_ can be filled by own needs. You implement some comments in the miss shader, e.g. _debug.values[rayPayload.outputId] = n;_. <br>
The variable _debugMiss_ can be filled by own needs. You implement some comments in the miss shader, e.g. _debug.values[rayPayload.outputId] = n;_ (in this case n shows the number of hits). <br>
It has the same size then _debugGen_ so for each ray, but it has a depth of 200 by default. so the command would be _debugMiss = reshape(debugMiss, [200 detectorSizeUint]);_ to get proper results. Overall it can be used to see which triangles got hit or with which distances.