Hardware accelerated collision testing seem to have been silently integrated to the newest versions. Very cool! I see the respective parameter page on the GLSL POP but couldn’t find any documentation/release notes/syntax about it. Please let us know more (and add it to the glslAdvancePOP too)!
Hi Josef,
That should have been in the release notes ![]()
It was added in the Ray POP and Sprinkle POP as well - unfortunately currently not supported on mac os though it will be in the future hopefully (hardware supports it, MoltenVK doesn’t)
For the GLSL POP there’s a snippet demonstrating usage, see RayQuery in glsl 1 snippet, let me know if you have any question.
In the non opaque mode the same intersection can be returned multiple times when build is fast trace on my setup (3070 rtx), which is a bit annoying depending on your use case - in opaque mode you always get the closest intersection (or first intersection with gl_RayFlagsTerminateOnFirstHitEXT, it’s commented out in the sample).
Thanks, I actually found my way by looking at the full shader via Touch_Text_Console. Sooo cool that you built this! Building a BVH or something was on my list, but I’m more than happy to use this
*just pointing out again that it isn’t part of glslAdvanced atm because you didn’t respond to that part.
Great, it had been on my list for a while (especially since the Ray POP was added), looking forward to see what you do with it. I’ll put it on my list to add to the GLSL Advanced POP.
We might tie an acceleration structure to each POP in the future which would change how to access them a bit, but it will probably not happen for a while (especially until there is more cross platform support).
here’s my first usecase together with SPH
Very cool!