VG_STATIC bh_tree *bh_create( void *lin_alloc, bh_system *system,
void *user, u32 item_count )
{
+ if( item_count == 0 )
+ {
+ bh_tree *bh = vg_linear_alloc( lin_alloc, sizeof(bh_tree) );
+ bh->node_count = 0;
+ bh->system = system;
+ bh->user = user;
+ return bh;
+ }
+
u32 totsize = sizeof(bh_tree) + sizeof(bh_node)*(item_count*2-1);
bh_tree *bh = vg_linear_alloc( lin_alloc, totsize );
bh->system = system;
VG_STATIC int bh_ray( bh_tree *bh, v3f co, v3f dir, ray_hit *hit )
{
+ if( bh->node_count < 2 )
+ return 0;
+
int count = 0;
u32 stack[100];
u32 depth = 2;
VG_STATIC int bh_select( bh_tree *bh, boxf box, u32 *buffer, int len )
{
+ if( bh->node_count < 2 )
+ return 0;
+
int count = 0;
u32 stack[100];
u32 depth = 2;