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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2014-04-21 17:53:20 +0400
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2014-04-21 18:14:37 +0400
commit04a10907dc41a3016374f9efc4820987cc7a5460 (patch)
treed737a14c5876104e7da4f85ca9db898a1dd3dcad /intern/cycles/kernel/kernel_shadow.h
parent7765b73f6d2002b074b7e78985171ef035075fbb (diff)
Code cleanup: remove old closure sampling code Cycles.
This was the original code to get things working on old GPUs, but now it is no longer in use and various features in fact depend on this to work correctly to the point that enabling this code is too buggy to be useful.
Diffstat (limited to 'intern/cycles/kernel/kernel_shadow.h')
-rw-r--r--intern/cycles/kernel/kernel_shadow.h7
1 files changed, 2 insertions, 5 deletions
diff --git a/intern/cycles/kernel/kernel_shadow.h b/intern/cycles/kernel/kernel_shadow.h
index f53c032ca7b..459ee8567cc 100644
--- a/intern/cycles/kernel/kernel_shadow.h
+++ b/intern/cycles/kernel/kernel_shadow.h
@@ -36,10 +36,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *
* in cases where we don't need them. after a regular shadow ray is
* cast we check if the hit primitive was potentially transparent, and
* only in that case start marching. this gives on extra ray cast for
- * the cases were we do want transparency.
- *
- * also note that for this to work correct, multi close sampling must
- * be used, since we don't pass a random number to shader_eval_surface */
+ * the cases were we do want transparency. */
if(shader_transparent_shadow(kg, &isect)) {
float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
float3 Pend = ray->P + ray->D*ray->t;
@@ -95,7 +92,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *
/* setup shader data at surface */
ShaderData sd;
- shader_setup_from_ray(kg, &sd, &isect, ray, ps.bounce+1, ps.transparent_bounce);
+ shader_setup_from_ray(kg, &sd, &isect, ray, state->bounce+1, bounce);
/* attenuation from transparent surface */
if(!(sd.flag & SD_HAS_ONLY_VOLUME)) {