Comments (5)
重要性采样的 fragment shader 生成 d维度 的第i 个sobol 数的代码有编译问题
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以前用的是 AMD 的核显,最近换了 N 卡才发现这个问题。把 GLSL 编译版本提升到 430,并且在初始化的时候使用无符号整数(比如:114514u)进行数组的初始化。具体的改动可以查看:51cf877
最新的改动已经提交到主分支,它将和 release 中的可执行文件保持一致
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如果仅仅是 implicit cast from "uint" to "bool"
可以将 if((i & 1))
改为 if((i & 1)!=0)
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多谢老兄问题解决了,你的教程帮助我很多。
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不客气~
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