{
rayTracing<<<dg,db>>>(ptrDevPixels, this->w, this->h, this->t);
- HANDLE_ERROR(cudaDeviceSynchronize()); // Pour flusher les 'printf' (pour le DEBUG).
+ // HANDLE_ERROR(cudaDeviceSynchronize()); // Pour flusher les 'printf' (pour le DEBUG).
}
void RayTracing::animationStep()
{
- this->t += 0.1; // TODO
+ this->t += 0.1; // TODO.
}
int RayTracing::getW()
{
spheres[i].setR(float(this->alea.uniformeAB(20, this->w / 10 - 1)));
- cpu::float3 centre
+ float3 centre
{
float(this->alea.uniformeAB(double(bord), double(this->w - bord))),
float(this->alea.uniformeAB(double(bord), double(this->h - bord))),