Extend _bvhClosestPointToPoint to accept maxDistance #732
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Recently I needed to find a closest mesh to the point on the gpu. It was pretty fast, considering the complexity. But it could be faster, if we allowed setting lower starting closestDistanceSquared thus skipping a lot of useless variants. Also, this would allow finding distances farther than 100000 (if this could in fact happen at all)
The change will not disrupt existing usage, but add a new possibility for situational performance improvement.
If you are ok with the change, should I document this somewhere? I couldn't find explicit documentation for shader function