Commit d5488c1d authored by johannes.maul's avatar johannes.maul
Browse files

Update README.md

parent 92516fe9
...@@ -172,5 +172,5 @@ The debug data from _debugGen_ is already implemented, comes as a linear buffer ...@@ -172,5 +172,5 @@ The debug data from _debugGen_ is already implemented, comes as a linear buffer
* debugData.debugValues[debugId + 16] = rayId; * debugData.debugValues[debugId + 16] = rayId;
* debugData.debugValues[debugId + 17] = rayPayload.outputId; * debugData.debugValues[debugId + 17] = rayPayload.outputId;
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. 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.
Supports Markdown
0% or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment