rtcIntersect1M(3)
π rtcIntersect1M π
okay bestie, so this one lives in the Embree Ray Tracing Kernels 3 manual, and it's the page for rtcIntersect1M. buckle up, it's actually not that deep, i promise π«Ά
β¨ NAME β¨
rtcIntersect1M β finds the closest hits for a stream of M single rays π₯
πΈ SYNOPSIS πΈ
#include <embree3/rtcore.h>
void rtcIntersect1M(
RTCScene scene,
struct RTCIntersectContext* context,
struct RTCRayHit* rayhit,
unsigned int M,
size_t byteStride
);
π¦ DESCRIPTION π¦
so the way rtcIntersect1M works is: it finds the closest hits for a stream of M single rays (that's your rayhit argument, bestie) against the scene (the scene argument, obviously π
).
the rayhit argument points at an array of ray and hit data, and the byteStride argument is how many bytes sit between each ray/hit structure in that array. no cap, it's literally just the spacing π
if you need the whole "how do i even set up and trace rays" thing, go read Section [rtcIntersect1], it's all there β¨
okay and this part is important so listen up π β a ray inside a ray stream counts as inactive if its tnear value is larger than its tfar value. that's the vibe check for "this ray is not it, skip it" π
also the stream size M can be any arbitrary positive integer including 0. yes, zero. it's giving "i have no rays but i'm still here" π
and every single ray must be aligned to 16 bytes. not optional, not negotiable, that's the rule β
π EXIT STATUS π
for performance reasons this function does zero error checks. like, none. nada. so on failure it will not set any error flags. it's just gonna sit there looking pretty π
π SEE ALSO π
[rtcOccluded1M]
that's the whole page, bestie π go forth and trace those rays, you're the main character fr fr π
β a lil sign-off from the Embree Ray Tracing Kernels 3 crew, page rtcIntersect1M(3), mwah πππ§π
π¦ where this page comes from
- debian bookworm: libembree-dev 3.13.5+dfsg-2 Β· Apache-2.0
- π girlified by deepseek-ai/DeepSeek-V4.1-Flash on : a language model's rewrite of the original, under its terms