// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
-#ifdef HAVE_CONFIG_H
- #include <config.h>
-#endif
-
-#ifdef HAVE_OPENCL
-
#include <Standard_Assert.hxx>
#ifdef HAVE_TBB
OpenGL_BVHParallelBuilder (this));
#endif
+ myBottomLevelTreeDepth = 0;
+
for (Standard_Integer anObjectIdx = 0; anObjectIdx < Size(); ++anObjectIdx)
{
OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
Standard_ASSERT_RETURN (!aTriangleSet->BVH().IsNull(),
"Error! Failed to update bottom-level BVH of OpenGL element", Standard_False);
+
+ myBottomLevelTreeDepth = Max (myBottomLevelTreeDepth, aTriangleSet->BVH()->Depth());
}
#ifdef BVH_PRINT_INFO
Standard_ASSERT_RETURN (!aBVH.IsNull(),
"Error! Failed to update high-level BVH of ray-tracing scene", Standard_False);
+ myHighLevelTreeDepth = aBVH->Depth();
+
Standard_Integer aVerticesOffset = 0;
Standard_Integer aElementsOffset = 0;
Standard_Integer aBVHNodesOffset = 0;
return Standard_False;
}
}
-
-#endif