     unsigned int * depthBuffer, VoxelData * voxelBuffer,
 	int frameWidth, int frameHeight,
 	int animationFrameIndex,
-	int octreeLevel
-)
-{
-	unsigned long int index = blockDim.x * blockIdx.x + threadIdx.x + _startIndex;	
+	int octreeLevel,
+	// TODO: Rename
+	int const * startIndex, int const * endIndex
+)
+{
+	unsigned long int index = blockDim.x * blockIdx.x + threadIdx.x + ( * startIndex );	
 	short int x, y, z, w = 2;
 	unsigned int depth;
 


	__syncthreads();

	if (index < _endIndex)
	{
		BFSJob job = _queue[index];
		BFSInnerNode node;

		clearShadowMap();
	}

	rasterize
	( 
		obj, 
