if( extent[2] > extent[axis] ) axis = 2;
float split = node->bbx[0][axis] + extent[axis]*0.5f;
-
float avg = 0.0;
for( u32 t=0; t<node->count; t++ )
{
avg += bh->system->item_centroid( bh->user, idx, axis );
}
avg /= (float)node->count;
-
split = avg;
+
i32 i = node->start,
j = i + node->count-1;
stack[0] = 0;
stack[1] = bh->nodes[0].il;
stack[2] = bh->nodes[0].ir;
+
+ v3f dir_inv;
+ dir_inv[0] = 1.0f/dir[0];
+ dir_inv[1] = 1.0f/dir[1];
+ dir_inv[2] = 1.0f/dir[2];
while(depth)
{
bh_node *inode = &bh->nodes[ stack[depth] ];
- if( ray_aabb( inode->bbx, co, dir, hit->dist ) )
+ if( ray_aabb1( inode->bbx, co, dir_inv, hit->dist ) )
{
if( inode->count )
{