Searched refs:intstruct (Results 1 – 13 of 13) sorted by relevance
111 intstruct->num = 0; in reset_intersection()112 intstruct->list[0].t = FHUGE; in reset_intersection()113 intstruct->list[0].obj = nullptr; in reset_intersection()114 intstruct->list[1].t = FHUGE; in reset_intersection()115 intstruct->list[1].obj = nullptr; in reset_intersection()119 intersectstruct *intstruct = ry->intstruct; in add_intersection() local132 intstruct->num++; in add_intersection()133 intstruct->list[intstruct->num].obj = obj; in add_intersection()134 intstruct->list[intstruct->num].t = t; in add_intersection()149 return intstruct->num; in closest_intersection()[all …]
78 numints = closest_intersection(&t, &obj, incident->intstruct); in shader()120 shadowray.intstruct = incident->intstruct; in shader()131 reset_intersection(incident->intstruct); in shader()134 if (!shadow_intersection(incident->intstruct, Llen)) { in shader()191 specray.intstruct = incident->intstruct; /* what thread are we */ in shade_reflection()214 transray.intstruct = incident->intstruct; /* what thread are we */ in shade_transmission()
63 int shadow_intersection(intersectstruct *intstruct, flt maxdist);
69 reset_intersection(primary->intstruct); in trace()
203 intersectstruct *intstruct; /* ptr to thread's intersection data */ member
87 primary.intstruct = &local_intersections; in render_one_pixel()
88 primary.intstruct = &local_intersections; in render_one_pixel()
89 primary.intstruct = &local_intersections; in render_one_pixel()
96 primary.intstruct = &local_intersections; in render_one_pixel()
100 primary.intstruct = &local_intersections; in render_one_pixel()
103 primary.intstruct = &local_intersections; in render_one_pixel()
125 primary.intstruct = &local_intersections; in render_one_pixel()