Jump to content

  • Log In with Google      Sign In   
  • Create Account


We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.

Read more in this forum topic or make sure you're signed up (from the right-hand sidebar on the homepage) and read Thursday's newsletter to get in the running!


Member Since 11 Jun 2012
Offline Last Active Nov 29 2012 04:31 AM

Topics I've Started

Realtime raytraced browser game

11 June 2012 - 06:39 PM

Hi guys,

I am sorry, I don't have any real problem, I just wanted to show you what I have done during the last weekend and didn't find any good category for it Posted Image and also I want to ask few questions.

I have written a simple GLSL raytracer, which is rendered in browser using WebGL.


Few interesting things about it:
  • in Windows browsers it is 2x slower than in Linux or Mac OS, because all Windows browsers translate GLSL to HLSL and render it with Direct3D.
  • It started to be 2x slower when I started to use a texture for environment. I really didn't expected that texture access is so "expensive".
I also have 2 questions:

When I map the image as environment and I want to get a texture coordinate from ray direction, I use "atan" function to get an angle
float iPI = 1.0/3.14159265357;
float cx, cy;
cx = 0.5 - 0.5 * atan(dir.x, dir.z) *iPI;
cy = 0.5 - asin(dir.y)*iPI;
but there is a black vertical line appearing on the left side. Do you know how can I avoid that? It will be probably because of division by zero or something.

So what do you think about it? Do you have an idea for any other "cheap" effects or objects, which will be nice looking, but keep my demo at 60 FPS?