VOID	BuildHierarchy_Uniform()
	{
	INT	i;
	INT	num;
	INT	num_pe;
	INT	status;
	REAL	den;
	GRID	*g;
	GRID	*gr;
	GRID	*ng;
	GRID	testgrid;
	VOXEL	*v;
	RAY	r;
	RAYINFO *rinfo;
	ELEMENT **pepa;

	init_masks();


	pepa = MakeElementArray(&num_pe);

	v = init_world_voxel(pepa,num_pe);

	gm->world_level_grid = init_world_grid(v, pepa, num_pe);
	g = gm->world_level_grid;

	ng = create_grid(v, g, num_pe);

	fprintf(stderr, "Uniform Hierarchy built.\n");
	}
Example #2
0
void bbp_init(void)
{
  if (inits_count) {
    inits_count++;
    return;
  }
    
  init_masks();
  lut = get_wrap_lut();
  lut_inv = get_wrap_lut_inv();
  clz_lut = get_clz_lut();
  
  inits_count++;
}
Example #3
0
VOID	BuildHierarchy_Uniform()
	{
	INT	num_pe;
	GRID	*g;
	GRID	*ng;
	VOXEL	*v;
	ELEMENT **pepa;

	init_masks();


	pepa = MakeElementArray(&num_pe);

	v = init_world_voxel(pepa,num_pe);

	gm->world_level_grid = init_world_grid(v, pepa, num_pe);
	g = gm->world_level_grid;

	ng = create_grid(v, g, num_pe);

	fprintf(stderr, "Uniform Hierarchy built.\n");
	}