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author | Brecht Van Lommel <brecht@blender.org> | 2022-07-21 17:37:38 +0300 |
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committer | Brecht Van Lommel <brecht@blender.org> | 2022-07-25 14:27:40 +0300 |
commit | 484ad3165307391aa5c55656b876b3ff7d615e80 (patch) | |
tree | bec9ffec4502fb93981cfae7d8b7b82852c0233d /intern/cycles/kernel/integrator/subsurface_disk.h | |
parent | 023eb2ea7c16a00272f83d564145e28aeb9ed2b7 (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')
0 files changed, 0 insertions, 0 deletions