Various minor PLBVH related changes.
-Use most significant bit instead of negative for internal nodes. -Explicitly store root node index, so that it does not have to be 0. -Check the root node first in PLBVH traversal. -Fix rigid body clipping in RaytracedShadowDemo.
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@@ -187,6 +187,10 @@ void GpuRaytraceScene::renderScene()
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void GpuRaytraceScene::renderScene2()
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{
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//If using the BVH to accelerate raycasting, the AABBs need to be updated or else they will
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//not match the actual rigid body positions after integration. The result is that rigid bodies
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//are not drawn or appear clipped, especially if they are moving quickly.
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m_data->m_rigidBodyPipeline->setupGpuAabbsFull();
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// GpuBoxPlaneScene::renderScene();
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// return;
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