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Searched refs:gAccel (Results 1 – 8 of 8) sorted by relevance

/dports/graphics/nanort/nanort-b1feea8/examples/gltfrender/
H A Drender.cc89 nanort::BVHAccel<float> gAccel; variable
386 bool ret = gAccel.Build(gMesh.num_faces, triangle_mesh, in BuildBVH()
395 nanort::BVHBuildStatistics stats = gAccel.GetStatistics(); in BuildBVH()
402 gAccel.BoundingBox(bmin, bmax); in BuildBVH()
412 if (!gAccel.IsValid()) { in Render()
481 bool hit = gAccel.Traverse(ray, triangle_intersector, &isect); in Render()
/dports/graphics/nanort/nanort-b1feea8/examples/las/
H A Drender.cc282 nanort::BVHAccel<float> gAccel; variable
532 bool ret = gAccel.Build(gParticles.radiuss.size(), sphere_geom, in BuildBVH()
541 nanort::BVHBuildStatistics stats = gAccel.GetStatistics(); in BuildBVH()
548 gAccel.BoundingBox(bmin, bmax); in BuildBVH()
558 if (!gAccel.IsValid()) { in Render()
627 bool hit = gAccel.Traverse(ray, sphere_intersector, &isect); in Render()
/dports/graphics/nanort/nanort-b1feea8/examples/partio_view/
H A Drender.cc292 nanort::BVHAccel<float> gAccel; variable
526 gAccel.Build(radiuss_.size(), sphere_geom, sphere_pred, build_options); in BuildBVH()
534 nanort::BVHBuildStatistics stats = gAccel.GetStatistics(); in BuildBVH()
541 gAccel.BoundingBox(bmin, bmax); in BuildBVH()
551 if (!gAccel.IsValid()) { in Render()
629 bool hit = gAccel.Traverse(ray, isector, &isect); in Render()
/dports/graphics/nanort/nanort-b1feea8/examples/qrcode/
H A Drender.cc307 nanort::BVHAccel<float> gAccel; variable
511 gAccel.Build(gCubes.widths.size(), cube_geom, cube_pred, build_options); in BuildBVH()
519 nanort::BVHBuildStatistics stats = gAccel.GetStatistics(); in BuildBVH()
526 gAccel.BoundingBox(bmin, bmax); in BuildBVH()
536 if (!gAccel.IsValid()) { in Render()
606 bool hit = gAccel.Traverse(ray, cube_intersector, &isect); in Render()
/dports/graphics/nanort/nanort-b1feea8/examples/minecraft/
H A Drender.cc304 gAccel; variable
586 gAccel.Build(gCubes.widths.size(), cube_geom, cube_pred, build_options); in BuildBVH()
594 nanort::BVHBuildStatistics stats = gAccel.GetStatistics(); in BuildBVH()
601 gAccel.BoundingBox(bmin, bmax); in BuildBVH()
611 if (!gAccel.IsValid()) { in Render()
685 bool hit = gAccel.Traverse(ray, cube_intersector, &isect); in Render()
/dports/graphics/nanort/nanort-b1feea8/examples/ptex/src/
H A Drender.cc176 nanort::BVHAccel<float> gAccel; variable
645 bool ret = gAccel.Build(gMesh.num_faces, triangle_mesh, in BuildBVH()
654 nanort::BVHBuildStatistics stats = gAccel.GetStatistics(); in BuildBVH()
661 gAccel.BoundingBox(bmin, bmax); in BuildBVH()
671 if (!gAccel.IsValid()) { in Render()
749 bool hit = gAccel.Traverse(ray, triangle_intersector, &isect); in Render()
/dports/graphics/nanort/nanort-b1feea8/examples/gui/
H A Drender.cc169 nanort::BVHAccel<float> gAccel; variable
834 bool ret = gAccel.Build(gMesh.num_faces, triangle_mesh, in BuildBVH()
843 nanort::BVHBuildStatistics stats = gAccel.GetStatistics(); in BuildBVH()
850 gAccel.BoundingBox(bmin, bmax); in BuildBVH()
860 if (!gAccel.IsValid()) { in Render()
938 bool hit = gAccel.Traverse(ray, triangle_intersector, &isect); in Render()
/dports/graphics/nanort/nanort-b1feea8/examples/ptex/
H A Drender.cc443 nanort::BVHAccel<float> gAccel; variable
1228 bool ret = gAccel.Build(gMesh.triangulated_indices.size() / 3, triangle_mesh, in BuildBVH()
1237 nanort::BVHBuildStatistics stats = gAccel.GetStatistics(); in BuildBVH()
1244 gAccel.BoundingBox(bmin, bmax); in BuildBVH()
1323 if (!gAccel.IsValid()) { in Render()
1402 bool hit = gAccel.Traverse(ray, triangle_intersector, &isect); in Render()