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Comment on Functional Quadtreesparent

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I do have a semi-unrelated question though: does using the recursive approach prevent it from being calculated efficiently on the GPU/compute shaders?

Historically speaking, the use of recursion in shaders and GPGPU kernels (e.g. OpenCL "C" prior to 1.2) was effectively prohibited. The shader/kernel compiler would attempt to inline function calls, since traditional GPU models had little in the way of supporting call stacks like normal CPU programs have, and thus recursion would be simply banned in the shader/kernel language.

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