Transformation of the current camera.
Field of view of the current camera.
Saves the intersections.
Array to save the color of the LightSources.
Array to save the positions of the LightSources.
Local Matrixstack to help traversing the graph.
Plane to draw on.
Holds the Rays only gets renewed at camerachange or if a animated camera is used.
Private texture to render the intersection data.
Traverses the SceneGraph and sets up the Camera.
Node to traverse
Recreates the rays by using the selected Camera.
Traverses the SceneGraph and sets up the LightSources.
Node to traverse
Starts setting up and rendering the scene.
Time delta since the last draw.
Visits a GeometryNode and intersects the corresponding geometry.
Node to visit.
Vists a GroupNode.
Node to visit.
Determines which is visited and calls the appropriate method.
Node to visit.
Sets up the draw call. Intersections are computed with raytracing by the CPU and then send to a texture and drawn by GPU to avoid a WebGL-Contextswitch.
Rootnode to start with.
Generated using TypeDoc
Represents a CPU-Raytracer to draw the scene.