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    return accel_->intersect(s);
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    return accel_->intersect(s);
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}
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}
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bool scene::intersect(const ray& r, hit_info& hi)
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bool scene::intersect(const ray& r, hit_info& hi)
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{
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{
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    printf("%.2f, %.2f, %.2f\n", r.direction[0],
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           r.direction[1], r.direction[2]);
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    printf("%.2f, %.2f, %.2f\n", r.origin[0], r.origin[1], r.origin[2]);
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    printf("%.2f, %i\n", r.distance, r.depth);
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    Ray s;
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    Ray s;
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    s.direction = r.direction;
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    s.direction = r.direction;
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    s.origin = r.origin;
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    s.origin = r.origin;
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    s.trace_depth = r.depth;
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    s.trace_depth = r.depth;
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    s.dist = r.distance;
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    s.dist = r.distance;