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authorKévin Dietrich <kevin.dietrich@mailoo.org>2022-05-31 17:18:08 +0300
committerKévin Dietrich <kevin.dietrich@mailoo.org>2022-05-31 17:18:08 +0300
commita5dcae0c641604c033f852e41841f58460c40069 (patch)
tree5eab47cb9136ce8468b0393e349803dc3d3e8694 /intern/cycles/device/metal/queue.mm
parent765c16bbd08b06c2b17454bac695f51276f01e41 (diff)
Fix T97877: broken shadows with GPU subdivision
Issues stems from the mesh not being watertight. This was caused by floating point precision issues when evaluating patch coordinates at patch boundaries (loops/corners in different patches pointing to the same vertex). To fix this we ensure that all loops pointing to the same vertex share the same patch coordinate. This keeps code simple, and does not require to track precision issues in floating point math all over the place.
Diffstat (limited to 'intern/cycles/device/metal/queue.mm')
0 files changed, 0 insertions, 0 deletions