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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@@ -41,7 +41,7 @@ struct b3GpuRaycastInternalData
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//1 element per (ray index, rigid index) pair
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b3OpenCLArray<int>* m_gpuNumRayRigidPairs;
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b3OpenCLArray<b3Int2>* m_gpuRayRigidPairs;
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b3OpenCLArray<b3Int2>* m_gpuRayRigidPairs; //x == ray index, y == rigid index
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int m_test;
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};
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