24 #define reset_intersection(ry) \ 25 (ry)->intstruct.num = 0; \ 26 (ry)->intstruct.shadowfilter = 1.0; void add_clipped_shadow_intersection(flt, const object *, ray *)
int closest_intersection(flt *, object const **, ray *)
int shadow_intersection(ray *)
void free_objects(object *)
double flt
generic floating point number, using double
void add_shadow_intersection(flt, const object *, ray *)
void add_clipped_intersection(flt, const object *, ray *)
void intersect_objects(ray *)
void add_regular_intersection(flt, const object *, ray *)
unsigned int new_objectid(scenedef *)