 	float t_min = AT_MATH_EPSILON;
 
 	bool isHit = intersectBVH<idaten::IntersectType::Closest>(
-		ctxt->nodes[0],
 		ctxt,
 		r,
 		t_min, t_max,

			nodeid = (int)node1.w;
		}
	}

	return (isect->objid >= 0);
}


	real t = AT_MATH_INF;

	cudaTextureObject_t node = ctxt->nodes[0];

#ifdef ENABLE_PLANE_LOOP_BVH
	aten::ray transformedRay = r;

	int toplayerHit = -1;
	int toplayerMiss = -1;
	int objid = 0;
	int meshid = 0;

	while (nodeid >= 0) {
		node0 = tex1Dfetch<float4>(node, aten::GPUBvhNodeSize * nodeid + 0);	// xyz : boxmin, z: hit
		node1 = tex1Dfetch<float4>(node, aten::GPUBvhNodeSize * nodeid + 1);	// xyz : boxmin, z: hit
		attrib = tex1Dfetch<float4>(node, aten::GPUBvhNodeSize * nodeid + 2);	// x : shapeid, y : primid, z : exid, w : meshid

		boxmin = make_float4(node0.x, node0.y, node0.z, 1.0f);
		boxmax = make_float4(node1.x, node1.y, node1.z, 1.0f);
