diff options
author | Brecht Van Lommel <brecht@blender.org> | 2021-05-03 23:44:22 +0300 |
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committer | Brecht Van Lommel <brecht@blender.org> | 2021-05-03 23:45:58 +0300 |
commit | 874c70d088136f8e1d8c3fc00b6fc69f4e3c2784 (patch) | |
tree | 7db983fa9c615dad5433cf46e062d1d03d6a5d90 | |
parent | 7149ccee57ceeb305f085719578e5848c58f92d0 (diff) |
Fix errors in Cycles comments
-rw-r--r-- | intern/cycles/kernel/kernel_subsurface.h | 8 | ||||
-rw-r--r-- | intern/cycles/render/light.cpp | 2 |
2 files changed, 5 insertions, 5 deletions
diff --git a/intern/cycles/kernel/kernel_subsurface.h b/intern/cycles/kernel/kernel_subsurface.h index 0a56f867158..b70df747a73 100644 --- a/intern/cycles/kernel/kernel_subsurface.h +++ b/intern/cycles/kernel/kernel_subsurface.h @@ -606,10 +606,10 @@ ccl_device_noinline t = ray->t; } else if (bounce == 0) { - /* Restore original position if nothing was hit after the first bounce. - * Otherwise if the ray_offset() to avoid self-intersection is relatively - * large compared to the scattering radius, we go never backup high enough - * to exit the surface. */ + /* Restore original position if nothing was hit after the first bounce, + * without the ray_offset() that was added to avoid self-intersection. + * Otherwise if that offset is relatively large compared to the scattering + * radius, we never go back up high enough to exit the surface. */ ray->P = sd->P; } diff --git a/intern/cycles/render/light.cpp b/intern/cycles/render/light.cpp index 858b177b69c..a069b850512 100644 --- a/intern/cycles/render/light.cpp +++ b/intern/cycles/render/light.cpp @@ -864,7 +864,7 @@ void LightManager::device_update_points(Device *, DeviceScene *dscene, Scene *sc const float min_spread_angle = 1.0f * M_PI_F / 180.0f; const float spread_angle = 0.5f * (M_PI_F - max(light->spread, min_spread_angle)); /* Normalization computed using: - * integrate cos(x) (1 - tan(x) * tan(a)) * sin(x) from x = a to pi/2. */ + * integrate cos(x) * (1 - tan(x) * tan(a)) * sin(x) from x = 0 to pi/2 - a. */ const float tan_spread = tanf(spread_angle); const float normalize_spread = 2.0f / (2.0f + (2.0f * spread_angle - M_PI_F) * tan_spread); |