message: remove lots of commented code
diff: @@ -60,7 +60,6 @@ bool intersectAndSampleTet(void *uniform userData,
  // The sum of the location coordinates should add up to approximately 1.
  float z_total = z0 + z1 + z2 + z3;
  - // assert((0.9) < z_total && z_total < (1.1));
  // Field/attribute values at the tetrahedron corners.
  float v0 = self->field[t.x];
  @@ -107,15 +106,10 @@ inline void TetrahedralVolume_intersect(void *uniform _self, varying Ray &ray)
  // Cast to the actual Volume subtype.
  TetrahedralVolume *uniform self = (TetrahedralVolume * uniform) _self;
  - // print("TetrahedralVolume_intersect\n");
  -
  // The recommended step size for ray casting based volume renderers.
  const uniform float step =
  self->super.samplingStep / self->super.samplingRate;
  - // Compute the next hit point using a spatial acceleration structure.
  - // GridAccelerator_intersect(volume->accelerator, step, ray);
  -
  vec3f coord = ray.org + ray.t0 * ray.dir;
  ray.t0 += step;
  @@ -133,17 +127,9 @@ inline void TetrahedralVolume_intersectAdaptive(
  // Cast to the actual Volume subtype.
  TetrahedralVolume *uniform self = (TetrahedralVolume * uniform) _self;
  - // print("TetrahedralVolume_intersectAdaptive\n\n");
  - // print("samplingRate = %", samplingRate);
  -
  // The recommended step size for ray casting based volume renderers.
  const varying float step = self->super.samplingStep / samplingRate;
  - // print("samplingStep = %\n\n", volume->super.samplingStep);
  -
  - // Compute the next hit point using a spatial acceleration structure.
  - // GridAccelerator_intersectAdaptive(volume->accelerator, step, ray);
  -
  ray.t0 += step;
  ray.time = step;
  @@ -161,15 +147,10 @@ inline void TetrahedralVolume_intersectIsosurface(void *uniform _self,
  // Cast to the actual Volume subtype.
  TetrahedralVolume *uniform self = (TetrahedralVolume * uniform) _self;
  - print("TetrahedralVolume_intersectIsosurface\n");
  // The nominal step size for ray casting based volume renderers, not
  // considering the sampling rate.
  const uniform float step = self->super.samplingStep;
  - // Compute the next hit point using a spatial acceleration structure.
  - // GridAccelerator_intersectIsosurface(volume->accelerator, step, isovalues,
  - // numIsovalues, ray);
  -
  // Tentatively advance the ray.
  ray.t0 += step;
  if (ray.t0 >= ray.t)
  