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authorAndre Susano Pinto <andresusanopinto@gmail.com>2009-07-12 22:04:10 +0400
committerAndre Susano Pinto <andresusanopinto@gmail.com>2009-07-12 22:04:10 +0400
commita6b328b82577d3ec1429c02686ea1727e02140c0 (patch)
treef86eb2e35b316f3409ed503e5923e8fddc7d1841 /source/blender/render/intern/include/rayobject.h
parente264087fad7a55be67d409fe1748d4fc647fba0c (diff)
*Moved rtbuild to bf_render_raytrace
*Added vbvh - Just a experimental tree type :) Variable Way BVH - there is no hardcoded number of childs per each Tree Node - idea is to optimize a tree to reduced the expected number of BB tests even after applying SAH (for that an hardcoded n-way is not enough) - for now childs are stored on a linked list
Diffstat (limited to 'source/blender/render/intern/include/rayobject.h')
-rw-r--r--source/blender/render/intern/include/rayobject.h11
1 files changed, 11 insertions, 0 deletions
diff --git a/source/blender/render/intern/include/rayobject.h b/source/blender/render/intern/include/rayobject.h
index de36a1e4888..16ebc537ef9 100644
--- a/source/blender/render/intern/include/rayobject.h
+++ b/source/blender/render/intern/include/rayobject.h
@@ -29,9 +29,14 @@
#ifndef RE_RAYOBJECT_H
#define RE_RAYOBJECT_H
+#ifdef __cplusplus
+extern "C" {
+#endif
+
#include "RE_raytrace.h"
#include <float.h>
+
/* RayObject
A ray object is everything where we can cast rays like:
@@ -166,4 +171,10 @@ float RE_rayobject_cost(RayObject *r);
#endif
+
+#ifdef __cplusplus
+}
+#endif
+
+
#endif