     Matrix * animation, unsigned char boneCount,
     unsigned int * depthBuffer, VoxelData * voxelBuffer,
 	int frameWidth, int frameHeight,
-	int animationFrameIndex
+	int animationFrameIndex,
+	int octreeLevel
 )
 {
 	unsigned long int index = blockDim.x * blockIdx.x + threadIdx.x + _startIndex;	

		else
			node.vd = leaves[job.index - innerNodeCount].vd;
			
		float gridCellDim = dimension / ((float)(1 << _level));
		float gridCellHalfDim = gridCellDim * 0.5f;
		
		float minCoord = -0.5f * dimension;

{
	cudaMemcpyToSymbol(_travQueuePtr, &_h_endIndex, sizeof(_h_endIndex));

	int octreeLevel = obj.data.level;
	do
	{		
		cudaMemcpyToSymbol(_startIndex, &_h_startIndex, sizeof(_h_startIndex));
		cudaMemcpyToSymbol(_endIndex, &_h_endIndex, sizeof(_h_endIndex));

		traverse<<< nBlocks( _h_endIndex - _h_startIndex, nTHREADS_TRAV_KERNEL ), nTHREADS_TRAV_KERNEL >>>
		(
