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authorSergey Sharybin <sergey.vfx@gmail.com>2014-08-11 20:29:27 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2014-08-11 20:29:27 +0400
commit8bed4e6040e0850fc2654b62cfd98d217c91ece0 (patch)
treeac0e89c96b4e213ddeef4a4638a4c86e8f88539a /intern
parent3e41c8ad6fd194c567471b39b88fddccc599a946 (diff)
Fix T41362: CPU and GPU rendering gives different results
We can't really make CPU and GPU results look the same in all possible circumstances, but here we can make them look close enough to each other by making it so sobol pattern for bounce number is the smae for both CPU and GPU. This makes CPU and GPU render results look the same with low number of samples, high number of samples was never an issue.
Diffstat (limited to 'intern')
-rw-r--r--intern/cycles/kernel/kernel_types.h5
1 files changed, 2 insertions, 3 deletions
diff --git a/intern/cycles/kernel/kernel_types.h b/intern/cycles/kernel/kernel_types.h
index bd788c6ad4d..f60d813edad 100644
--- a/intern/cycles/kernel/kernel_types.h
+++ b/intern/cycles/kernel/kernel_types.h
@@ -223,10 +223,9 @@ enum PathTraceDimension {
PRNG_PHASE_V = 9,
PRNG_PHASE = 10,
PRNG_SCATTER_DISTANCE = 11,
- PRNG_BOUNCE_NUM = 12,
-#else
- PRNG_BOUNCE_NUM = 8,
#endif
+
+ PRNG_BOUNCE_NUM = 12,
};
enum SamplingPattern {