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authorBrecht Van Lommel <brecht@blender.org>2022-07-21 17:37:38 +0300
committerBrecht Van Lommel <brecht@blender.org>2022-07-25 14:27:40 +0300
commit484ad3165307391aa5c55656b876b3ff7d615e80 (patch)
treebec9ffec4502fb93981cfae7d8b7b82852c0233d /intern/cycles/kernel/integrator/subsurface_disk.h
parent023eb2ea7c16a00272f83d564145e28aeb9ed2b7 (diff)
Cycles: simplify handling of ray distance in GPU rendering
All our intersections functions now work with unnormalized ray direction, which means we no longer need to transform ray distance between world and object space, they can all remain in world space. There doesn't seem to be any real performance difference one way or the other, but it does simplify the code.
Diffstat (limited to 'intern/cycles/kernel/integrator/subsurface_disk.h')
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