LightStorm is a photorealistic multi-processor 3D rendering engine written in C/C++ that goes one step beyond Radiosity without the need for ray-tracing tecniques.
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stack overflow fixed code cleanup added statistics struct, declared global some console output optimization in new_ray big bug corrected in camera_intersection (every ray intersecating the visual plane was contributing)
Deep code cleanup. Added disperd() function for fog dispersion. A bunch of little changes. Added some test data (look in load).
Code cleanups. Changes to the core.
Changed the core structure: now is based on the new_ray() recursive function. Therefore removed bounce(). Removed everything about secondary rays. No more emit_secondary_ray(). Made most of the pointers global to preserve stack. Added doxygen documentation. Changed a couple of references between functions. Some other improvements.
I'm searching for help in writing this algorithm down. If you're interested contact me.
Some changes to iterate and camera_intersection.
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