void FrustumCulling::CheckVoxels(const std::vector<TNode>& _nodes, uint32_t _nodePtr, std::vector<uint32_t>& _visibleNodes, FVEC3 _origin, int _depth) { TNode node = _nodes[_nodePtr]; uint32_t dim = std::pow(2, _depth); if (!CheckCube(_origin.x, _origin.y, _origin.z, dim)) return; if (node.IsLeaf()) // leaf { if (!node.IsNull()) _visibleNodes.push_back(_nodePtr); } else if (_depth < 0) { printf("depth < 0\n"); return; } else { for (int i = 0; i < 8; ++i) { int index = MortonOrder[i]; if (node.HasChildAtIndex(index)) { FVEC3 nodepos = offset[index]; nodepos *= ((float)dim / 2.0f); int depth = _depth; CheckVoxels(_nodes, node.GetChildAddress(index), _visibleNodes, _origin + nodepos, --depth); } } } }