a bvh (bounding volume hierarchy) is in acceleration structure for ray tracing.
this sink here will append the triangle data that is handed in to a global ray tracing bvh
by constructing a bottom level acceleration structure which will be combined globally with
all other bvh
modules you might have on a graph. input might come from a waveform obj file via the i-obj
module.
note that it is not necessary to include an edge from here to any ray tracing nodes.
TODO:
request_read_geo
flag to be called request_build_bvh
geo
type on ssbo to multiply by known height and use f16 type etc (maybe need memory type flags)input
wire triangulated geometry here, say from an i-obj
module