Age | Commit message (Collapse) | Author |
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The collide shader became to crowded for my taste.
As a nice side benefit we can now execute interaction processing only
when actual interaction is taking place.
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Replaces the density value which is actually not that useful for visualization.
Encoding integer values as floats by casting and comparing them using
exact floating point comparison is not very safe but works out for now.
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Internal wall cells need to be disabled to prevent delayed propagation
of the reflected populations.
This is just quickly thrown together - both the visual drawing and the backend's
material handling remain to be improved.
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Introduce a inactive receive-only outer boundary to simplify streaming.
Extract and generalize bounce back handling. Further work will require
tracking cell _material_ to enable both easier definition and dynamic
updating of the geometry.
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Increases consistency and should help to avoid confusion
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…seems to be correctly unrolled during compilation. Or at least no
performance impact is visible.
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i.e. move fluid vertex placement to appropriate vertex shader.
Do not amplify or shift fluid moments in any way prior to
passing it to the display pipeline.
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The same thing occurs in computicle. I suspect some initialization /
compute shader invokation problem. On the other hand: Why would that
happen for the origin vertex and not e.g. the first or last vertex
in memory? To be investigated further.
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This should provide much more flexibility.
For our purpose it would be useful if the vertex shader was executed
after the geometry shader (to apply the projection matrix) but alas
this is not the case. Thus the MVP matrix is applied during geometry
construction and the vertex shader only provides density extraction.
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Improvised on top of computicles's scaffolding.
Works in a world where _works_ is defined as "displays stuff on screen that invokes thoughts of fluid movement".
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