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"); }
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++; }
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"); }