Ideas for kd-tree compiler debugger back

(L) [2006/01/31] [tbp] [Ideas for kd-tree compiler debugger] Wayback!

I hate those with a passion, but i'm long past due yet another total rewrital.


So beside the usual performance issues, there's a major problem with those things: it's impossible to debug for a mere human.


At some point i had some real time display of splitting planes (done in // via opengl), but that's next to useless.

I know Jacco had some special path to render planes at some point.


There's also what this guy, [LINK http://www.igneus.co.uk/] , does

[IMG #1 ]

[IMG #2 ]


Ideally i'd like to be able to follow thru the compilation of a small triangle soup (so i can validate heuristics etc).

But i still have no idea how to properly visualize that.


Discuss.
[IMG #1]:Not scraped: https://web.archive.org/web/20061004003456im_/http://www.raytracing.co.uk/igneus/images/analysis/kdtree.jpg
[IMG #2]:Not scraped: https://web.archive.org/web/20061004003456im_/http://www.raytracing.co.uk/igneus/images/analysis/sahgraph.jpg

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