 			}
 		}
 		
-		if (minDepth < INT_MAX_VALUE)
+		if (minDepth < INT_MAX)
 		{
 			float4 color = make_float4(0.f, 0.f, 0.f, 0.f);			
 

			y = max(y, 0);
			y = min(y, frameHeight - 1);		
								
			depth = center.z * INT_MAX_VALUE;
			index = x + y * frameWidth;

			if ((dimVec.x > 1.f) && (z = d_getChildCountFromMask(node.mask)) != 0)

	int frameWidth, int frameHeight
)
{
	unsigned int index = blockIdx.x * blockDim.x + threadIdx.x, index2, minDepth = INT_MAX, depth;
	int startIndex, curIndex, x, y;
	VoxelData vd;

