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author | Sergey Sharybin <sergey.vfx@gmail.com> | 2019-07-11 16:50:43 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2019-07-11 16:50:43 +0300 |
commit | 06312c6d2db8a6d959bed153f76a28f9faf866f8 (patch) | |
tree | 0c0e419621bf295ca18133d84eb6d35897584d7d /intern/cycles/kernel/bvh/bvh.h | |
parent | 3fe0c32fae20be4146bfa20fe64f56f5716a132b (diff) | |
parent | 7ad21c3876c2453f11fd509a0157639d615567fc (diff) |
Merge branch 'master' into blender-v2.80-releasev2.80-rc1
Diffstat (limited to 'intern/cycles/kernel/bvh/bvh.h')
-rw-r--r-- | intern/cycles/kernel/bvh/bvh.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/kernel/bvh/bvh.h b/intern/cycles/kernel/bvh/bvh.h index 7503bad37b0..be0f05285e8 100644 --- a/intern/cycles/kernel/bvh/bvh.h +++ b/intern/cycles/kernel/bvh/bvh.h @@ -174,7 +174,7 @@ ccl_device_inline bool scene_intersect_valid(const Ray *ray) * From production scenes so far it seems it's enough to test first element * only. */ - return isfinite(ray->P.x); + return isfinite_safe(ray->P.x) && isfinite_safe(ray->D.x); } /* Note: ray is passed by value to work around a possible CUDA compiler bug. */ |