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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.h
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.h')
-rw-r--r--intern/cycles/render/mesh.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/intern/cycles/render/mesh.h b/intern/cycles/render/mesh.h
index 3483ab4fd69..ed7cb881e91 100644
--- a/intern/cycles/render/mesh.h
+++ b/intern/cycles/render/mesh.h
@@ -72,6 +72,8 @@ public:
float3 r_verts[3]) const;
float3 compute_normal(const float3 *verts) const;
+
+ bool valid(const float3 *verts) const;
};
Triangle get_triangle(size_t i) const