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authorSergey Sharybin <sergey.vfx@gmail.com>2017-01-12 15:44:35 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2017-01-20 13:26:21 +0300
commit086390dce7a23e861864902bb7089b8b588bd67b (patch)
treecc6b4b3c9c52716f6e68fab803c6d35ca9c5907d /intern/cycles/render/buffers.cpp
parente15639f1cddac3711362bdcd1722cb3289f2a19e (diff)
Cycles: Use dedicated debug passes for traversed nodes and intersection tests
This way it's more clear whether some issue is caused by lots of geometry in the node or by lots of "transparent" BVH nodes.
Diffstat (limited to 'intern/cycles/render/buffers.cpp')
-rw-r--r--intern/cycles/render/buffers.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/intern/cycles/render/buffers.cpp b/intern/cycles/render/buffers.cpp
index 6aca6ffa3ca..f1692712d61 100644
--- a/intern/cycles/render/buffers.cpp
+++ b/intern/cycles/render/buffers.cpp
@@ -185,8 +185,9 @@ bool RenderBuffers::get_pass_rect(PassType type, float exposure, int sample, int
}
}
#ifdef WITH_CYCLES_DEBUG
- else if(type == PASS_BVH_TRAVERSAL_STEPS ||
+ else if(type == PASS_BVH_TRAVERSED_NODES ||
type == PASS_BVH_TRAVERSED_INSTANCES ||
+ type == PASS_BVH_INTERSECTIONS ||
type == PASS_RAY_BOUNCES)
{
for(int i = 0; i < size; i++, in += pass_stride, pixels++) {