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* Start work on an experimental top-level BVH + traversal. It's disabled for now, switch the implementations in getClosestIsect() Still some issues to work out, but it's something. I don't really like the meshIndex hack I had to add to the polygon struct, but I gues it's not that bad since I managed to shrink it anyway. * Maybe MSVC dislikes compound literals, let's try getting rid of those here. * Make bvh construction truly generic to limit code duplication (#78) * Make bvh construction truly generic * Spaces -> tabs * Update .xcodeproj to reflect changes in pull request 78 * Hide `struct bvhNode` and `struct bvh` and present them as opaque structs in the API instead. * Continue implementing generic BVH traversal * Rename rayIntersectsWithGenericBvh -> rayIntersectsWithBvhGeneric Fix incorrect function call in rayIntersectsWithBvh() * Rename `rayIntersectsWith*` -> `traverse*` * Fix naming Add inline qualifiers to a few functions. * Fix top-level BVH implementation (#79) * Fix top-level BVH implementation * Minor performance improvements to the BVH traversal * Remove redundant assignment * Move address offset inside indirect access Co-authored-by: Arsène Pérard-Gayot <arsene.perard@laposte.net>
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