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authorMatt Ebb <matt@mke3.net>2007-10-18 13:18:04 +0400
committerMatt Ebb <matt@mke3.net>2007-10-18 13:18:04 +0400
commitdac77c4749d6dcf3b35966a32e0a765589e0d716 (patch)
tree5ae3e94eb0982594d8333018aa0fbefc7f97f5d1
parentfce101e8313ec86ba6fdd3290dd31e5439187878 (diff)
* Fix for bug # 7396 "Refraction Pass Being added to combined when not told to"
For the record, I think the way these reflection and refraction passes are handled (as a difference against the diffuse pass) is not very useful - especially if you want to do colour corrections, blurring, etc. It would be much more practical for the passes to contain the ray result returned by the raytrace...
-rw-r--r--source/blender/render/intern/source/rayshade.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/render/intern/source/rayshade.c b/source/blender/render/intern/source/rayshade.c
index dfcecbe50dd..08fbe8472c0 100644
--- a/source/blender/render/intern/source/rayshade.c
+++ b/source/blender/render/intern/source/rayshade.c
@@ -1098,8 +1098,8 @@ void ray_trace(ShadeInput *shi, ShadeResult *shr)
if(shi->passflag & SCE_PASS_REFRACT)
VECSUB(shr->refr, diff, olddiff);
- if(shi->combinedflag & SCE_PASS_REFRACT)
- VECCOPY(olddiff, diff);
+ if(!(shi->combinedflag & SCE_PASS_REFRACT))
+ VECSUB(diff, diff, shr->refr);
shr->alpha= tracol[3];
}