Currently each surface in GPRT has a buffer which contains all of the normals of each primitive in that surface but it would be trivial to calculate these on the fly with a cross product directly in the custom intersection shader using the primitive vertices stored on the surface.
This issue is associated with making that switch to on the fly calculation of normals, in a bid to reduce the upfront memory footprint of each surface in GPRT.
Currently each surface in GPRT has a buffer which contains all of the normals of each primitive in that surface but it would be trivial to calculate these on the fly with a cross product directly in the custom intersection shader using the primitive vertices stored on the surface.
This issue is associated with making that switch to on the fly calculation of normals, in a bid to reduce the upfront memory footprint of each surface in GPRT.