Revision eaafafe772366a23ed847cbb10770c72aa5cfc28 authored by Tim Foley on 03 October 2018, 23:03:37 UTC, committed by GitHub on 03 October 2018, 23:03:37 UTC
* Update DXR API definitions for final spec.

The final version of the DXR API has changed the result type of the `DispatchRaysIndex()` and `DispatchRaysDimensions()` builtins to `uint3` (from `uint2`).

* Add updates for DXR object<->world transformations

The `ObjectToWorld()` and `WorldToObject()` functions were renamed to `ObjectToWorld3x4()` and `WorldToObject3x4()`, resepctively, and then new functions `ObjectToWorld4x3()` and `WorldToObject4x3()` were added to give convenient access to the transpose of these matrices.

(No, I'm not clear on why user's couldn't just call `transpose()`, either)

I've left the old function names in the standard library as forwarding functions just so that we don't break existing DXR code that relied on the old names.
1 parent cde0dec
Raw File
LICENSE
MIT License

Copyright (c) 2016, Carnegie Mellon University and NVIDIA Corporation

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
back to top