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~ | BVH optimizing again
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@ -20,8 +20,8 @@ int main(int argc, char **argv)
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return (1);
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Window window(&scene, WIDTH, HEIGHT, "RT_GPU", 0);
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// Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl");
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Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/debug.glsl");
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Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl");
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// Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/debug.glsl");
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GLint max_gpu_size;
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glGetIntegerv(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &max_gpu_size);
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@ -128,7 +128,7 @@ int main(int argc, char **argv)
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recorded_fps.push_back((int)window.getFps());
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float y_offset = 0.;
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float y_offset = 0;
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float dist_to_obj = 2;
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float speed = 0.5;
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