packetize Phong shader
new scons config options:
simd=(yes|no) - allow/suppress explicit SSE
force_flags=(yes|no) - force use of specified flags instead of autodetected
profile=(yes|no) - enable gcc's profiling (-pg option)
check for pthread.h header, don't try to build without it
add fourth Vector3 component for better memory aligning
rename Vector3 to Vector
partialy SSE-ize Vector class (only fully vertical operations)
build static lib and python module in distinctive directories
to avoid collision of library file names on some platforms
Bugs==== * (none known)Future Plans============ * Python binding for material.h classes * Container should implement Shape interface to allow building hierarchies * Container should allow local space transformations * generalization: Camera "shader" (ray generator), surface shader and maybe light & background shaders * put everything into a namespace * stochastic oversampling * absorbtion of refracted rays in dense materials (can be computed using shape distance and some 'absorbance' constant) * implement efficient AABB-ray intersection using Plucker coordinatesNew Classes?============scene.h -- Scene, ...reader.h -- Reader, WavefrontReaderwf = new WavefrontReader()wf.setContainer(top)wf.setTransform(monkey_pos_matrix)wf.read("monkey.obj")// more transform&readsdestroy wfScene scene -- container with shapes, a camera and lightsscene = new Scene()scene.setCamera(new Camera(eye, u, v, p))scene.addLight(new PointLight(pos, color))rt.setScene(scene)rt.render(w,h)