for (x=pa->minx; x < pa->maxx; x++) {
co[0] = pa->bbmin[0] + (pa->voxel[0] * (x + 0.5f));
+ if (pa->re->test_break && pa->re->test_break(pa->re->tbh))
+ break;
+
/* convert from world->camera space for shading */
mul_v3_m4v3(cco, pa->viewmat, co);
pa->done = 0;
pa->working = 0;
+ pa->re = re;
pa->num = i;
pa->tree = tree;
pa->shi = shi;