| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2011-06-03 | load materials/surfaces onto the gpu | Anthony LaTorre | |
| 2011-06-02 | material/surface codes or color are packed into the fourth byte of the ↵ | Anthony LaTorre | |
| triangle data texture depending on the color keyword passed to Geometry.build() | |||
| 2011-06-02 | triangle mesh is now stored everywhere as a split list of vertices and triangles | Anthony LaTorre | |
| 2011-05-27 | kernel ran off the end of the ray array | Anthony LaTorre | |
| 2011-05-20 | faster bounding volume hierarchy construction | Anthony LaTorre | |
| 2011-05-18 | added test likelihood | Anthony LaTorre | |
| 2011-05-18 | added some more documentation and a more accurate miniature version of lbne | Anthony LaTorre | |
| 2011-05-17 | added documentation | Anthony LaTorre | |
| 2011-05-16 | added stl mesh viewer | Anthony LaTorre | |
| 2011-05-15 | cleanup. fixed tests | Anthony LaTorre | |
| 2011-05-15 | new geometry class. beginning to implement physics by defining a material ↵ | Anthony LaTorre | |
| class; each triangle will have a material linked to both of its sides | |||
