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authorSergey Sharybin <sergey.vfx@gmail.com>2017-10-18 13:19:53 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2017-10-18 13:19:53 +0300
commit01a0649354a4052e3f826663c50753833a257d1f (patch)
tree2bcb0f0d79d0d08256392f6903a2f5cb14c00af0 /intern/cycles/render/mesh.cpp
parentab7ebf2b10f67b002447fb0e2cb352c2c178e128 (diff)
Cycles: Fix wrong shading when some mesh triangle has non-finite coordinate
This is fully unpredictable for artists when one damaged object makes the whole scene to render incorrectly. This involves two main changes: - It is not enough to check triangle bounds to be valid when building BVH. This is because triangle might have some finite vertices and some non-finite. - We shouldn't add non-finite triangle area to the overall area for MIS.
Diffstat (limited to 'intern/cycles/render/mesh.cpp')
-rw-r--r--intern/cycles/render/mesh.cpp7
1 files changed, 7 insertions, 0 deletions
diff --git a/intern/cycles/render/mesh.cpp b/intern/cycles/render/mesh.cpp
index c5eb3a0d3a8..6470b3b1075 100644
--- a/intern/cycles/render/mesh.cpp
+++ b/intern/cycles/render/mesh.cpp
@@ -120,6 +120,13 @@ float3 Mesh::Triangle::compute_normal(const float3 *verts) const
return norm / normlen;
}
+bool Mesh::Triangle::valid(const float3 *verts) const
+{
+ return isfinite3_safe(verts[v[0]]) &&
+ isfinite3_safe(verts[v[1]]) &&
+ isfinite3_safe(verts[v[2]]);
+}
+
/* Curve */
void Mesh::Curve::bounds_grow(const int k, const float3 *curve_keys, const float *curve_radius, BoundBox& bounds) const