Renderer · const

GI_SCREEN_MARCH

The march an indirect ray takes, which is not the one a mirror takes.

Explained in Hello world.

const GI_SCREEN_MARCH: ScreenSpaceMarch
import { GI_SCREEN_MARCH } from '@driftengine/core';

In depth

Shorter and coarser on purpose. A reflection is read as a picture and wants the crossing placed precisely; indirect light is integrated over a hemisphere and then filtered, so a step that lands a few centimetres out is invisible and a step that is not taken at all is a miss that costs a whole fallback. The reach is short because what is further away than a few metres is the world-space field's question — that is the whole architecture of the chain.