{"action":"reopened","issue":{"url":"https://api.github.com/repos/yvt/openspades/issues/34","repository_url":"https://api.github.com/repos/yvt/openspades","labels_url":"https://api.github.com/repos/yvt/openspades/issues/34/labels{/name}","comments_url":"https://api.github.com/repos/yvt/openspades/issues/34/comments","events_url":"https://api.github.com/repos/yvt/openspades/issues/34/events","html_url":"https://github.com/yvt/openspades/issues/34","id":18817026,"number":34,"title":"Global Illumination is Super Slow","user":{"login":"yvt","id":5253988,"avatar_url":"https://avatars.githubusercontent.com/u/5253988?v=3","gravatar_id":"","url":"https://api.github.com/users/yvt","html_url":"https://github.com/yvt","followers_url":"https://api.github.com/users/yvt/followers","following_url":"https://api.github.com/users/yvt/following{/other_user}","gists_url":"https://api.github.com/users/yvt/gists{/gist_id}","starred_url":"https://api.github.com/users/yvt/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/yvt/subscriptions","organizations_url":"https://api.github.com/users/yvt/orgs","repos_url":"https://api.github.com/users/yvt/repos","events_url":"https://api.github.com/users/yvt/events{/privacy}","received_events_url":"https://api.github.com/users/yvt/received_events","type":"User","site_admin":false},"labels":[{"id":52537319,"url":"https://api.github.com/repos/yvt/openspades/labels/enhancement","name":"enhancement","color":"84b6eb","default":true}],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":3,"created_at":"2013-08-31T02:11:11Z","updated_at":"2016-11-23T21:14:35Z","closed_at":null,"body":"Global Illumination (`r_radiosity`) works perfectly and fast on MacBook Air (Mid 2012, Intel HD Graphics 4000), but not on others.\n\nRadiosity rendering is done as following:\n1. Computation is done in background by CPU, for 512x512x64 grid points. \n2. The computation result is streamed into GPU using glTexSubImage3D (each call transfers 16x16x16 block)\n3. Shader (Shadow/MapRadiosity.fs) samples this and calculates the final value for every visible solid pixels.\n\nThe problem is that the step 2 sometimes takes too much time. Even only one glTexSubImage3D call took 300ms on some computers. \n\nUsing PBO had no effects.\n"}}
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