Compile fix for parallelLinearBvh.cl on OS X Intel HD 5000
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@@ -276,7 +276,7 @@ int rayIntersectsAabb(b3Vector3 rayOrigin, b3Scalar rayLength, b3Vector3 rayNorm
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//In order for there to be a collision, the t_min and t_max of each pair must overlap.
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//In order for there to be a collision, the t_min and t_max of each pair must overlap.
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//This can be tested for by selecting the highest t_min and lowest t_max and comparing them.
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//This can be tested for by selecting the highest t_min and lowest t_max and comparing them.
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int4 isNegative = isless( rayNormalizedDirection, (b3Vector3){0.0f, 0.0f, 0.0f, 0.0f} ); //isless(x,y) returns (x < y)
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int4 isNegative = isless( rayNormalizedDirection, ((b3Vector3){0.0f, 0.0f, 0.0f, 0.0f}) ); //isless(x,y) returns (x < y)
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//When using vector types, the select() function checks the most signficant bit,
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//When using vector types, the select() function checks the most signficant bit,
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//but isless() sets the least significant bit.
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//but isless() sets the least significant bit.
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@@ -258,7 +258,7 @@ static const char* parallelLinearBvhCL= \
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" //In order for there to be a collision, the t_min and t_max of each pair must overlap.\n"
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" //In order for there to be a collision, the t_min and t_max of each pair must overlap.\n"
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" //This can be tested for by selecting the highest t_min and lowest t_max and comparing them.\n"
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" //This can be tested for by selecting the highest t_min and lowest t_max and comparing them.\n"
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" \n"
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" \n"
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" int4 isNegative = isless( rayNormalizedDirection, (b3Vector3){0.0f, 0.0f, 0.0f, 0.0f} ); //isless(x,y) returns (x < y)\n"
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" int4 isNegative = isless( rayNormalizedDirection, ((b3Vector3){0.0f, 0.0f, 0.0f, 0.0f}) ); //isless(x,y) returns (x < y)\n"
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" \n"
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" \n"
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" //When using vector types, the select() function checks the most signficant bit, \n"
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" //When using vector types, the select() function checks the most signficant bit, \n"
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" //but isless() sets the least significant bit.\n"
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" //but isless() sets the least significant bit.\n"
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