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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2016-05-18 02:50:35 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2016-05-18 02:51:30 +0300
commit6f29dbd0451d5d681cc475b704b0911d0ba10e86 (patch)
tree20c4ac271bf4bf0ac557fba305110e9724cc7f65
parent9dc5367c89f467e516620b6ff15e2eb35b26fdee (diff)
Fix issue in with multiple importance sampling in recent code refactor.
-rw-r--r--intern/cycles/render/light.cpp8
-rw-r--r--intern/cycles/render/mesh_displace.cpp8
2 files changed, 12 insertions, 4 deletions
diff --git a/intern/cycles/render/light.cpp b/intern/cycles/render/light.cpp
index 4564b935de4..91a9f22276f 100644
--- a/intern/cycles/render/light.cpp
+++ b/intern/cycles/render/light.cpp
@@ -233,7 +233,9 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
/* count triangles */
if(have_emission) {
for(size_t i = 0; i < mesh->triangles.size(); i++) {
- Shader *shader = scene->shaders[mesh->shader[i]];
+ int shader_index = mesh->shader[i];
+ Shader *shader = (shader_index < mesh->used_shaders.size()) ?
+ mesh->used_shaders[shader_index] : scene->default_surface;
if(shader->use_mis && shader->has_surface_emission)
num_triangles++;
@@ -303,7 +305,9 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
}
for(size_t i = 0; i < mesh->triangles.size(); i++) {
- Shader *shader = scene->shaders[mesh->shader[i]];
+ int shader_index = mesh->shader[i];
+ Shader *shader = (shader_index < mesh->used_shaders.size()) ?
+ mesh->used_shaders[shader_index] : scene->default_surface;
if(shader->use_mis && shader->has_surface_emission) {
distribution[offset].x = totarea;
diff --git a/intern/cycles/render/mesh_displace.cpp b/intern/cycles/render/mesh_displace.cpp
index df8be4cbe2f..d19bf2084d7 100644
--- a/intern/cycles/render/mesh_displace.cpp
+++ b/intern/cycles/render/mesh_displace.cpp
@@ -62,7 +62,9 @@ bool MeshManager::displace(Device *device, DeviceScene *dscene, Scene *scene, Me
for(size_t i = 0; i < mesh->triangles.size(); i++) {
Mesh::Triangle t = mesh->triangles[i];
- Shader *shader = scene->shaders[mesh->shader[i]];
+ int shader_index = mesh->shader[i];
+ Shader *shader = (shader_index < mesh->used_shaders.size()) ?
+ mesh->used_shaders[shader_index] : scene->default_surface;
if(!shader->has_displacement)
continue;
@@ -146,7 +148,9 @@ bool MeshManager::displace(Device *device, DeviceScene *dscene, Scene *scene, Me
Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
for(size_t i = 0; i < mesh->triangles.size(); i++) {
Mesh::Triangle t = mesh->triangles[i];
- Shader *shader = scene->shaders[mesh->shader[i]];
+ int shader_index = mesh->shader[i];
+ Shader *shader = (shader_index < mesh->used_shaders.size()) ?
+ mesh->used_shaders[shader_index] : scene->default_surface;
if(!shader->has_displacement)
continue;