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.
This commit is contained in:
Jackson Lee
2014-02-24 23:50:20 -08:00
parent e4fbd5332d
commit c782f4976c
5 changed files with 49 additions and 58 deletions

View File

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