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authorSergey Sharybin <sergey.vfx@gmail.com>2015-01-10 20:41:49 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2015-01-12 13:04:52 +0300
commitbc7ff3c2b44e9cd8f3aea1a3943b787deede2838 (patch)
treeb93c8de1b10b739fc7b7250305b4b0121f37a068 /intern/cycles/bvh/bvh_build.h
parentc707b91ce6b14182a3a579b645cfd832fc1ae658 (diff)
Cycles: Enable leaf split by primitive type and adopt BVH traversal for this
This commit enables BVH leaf nodes split by the primitive type and makes it so BVH traversal code is now aware and benefits from this. As was mentioned in original commit, this change is crucial to be able to do single ray to multiple triangle intersection. But it also appears to give barely visible speedup in some scene. In any case there should be no noticeable slowdown, and this change is what we need to have anyway.
Diffstat (limited to 'intern/cycles/bvh/bvh_build.h')
-rw-r--r--intern/cycles/bvh/bvh_build.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/intern/cycles/bvh/bvh_build.h b/intern/cycles/bvh/bvh_build.h
index 1e629fb5eb2..294c5a1758d 100644
--- a/intern/cycles/bvh/bvh_build.h
+++ b/intern/cycles/bvh/bvh_build.h
@@ -71,7 +71,6 @@ protected:
BVHNode *create_object_leaf_nodes(const BVHReference *ref, int start, int num);
/* Leaf node type splitting. */
- BVHNode *create_leaf_node_split(const BVHRange& range);
BVHNode *create_primitive_leaf_node(const int *p_type,
const int *p_index,
const int *p_object,