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authorSergey Sharybin <sergey.vfx@gmail.com>2019-07-11 13:59:19 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2019-07-11 14:00:26 +0300
commitd663048696b2d63a65d607e5e8dec3b2b320982c (patch)
treed5699675196c31f86fc79d5ef88a9ffd7cda8aba /intern
parent03d8bfb1447593f8460ce9d67ba17eabcb1aec3d (diff)
Fix T66691: Ceash trying to render the 2.80 splash image
Was caused by ray direction becoming NaN after some of the bounces.
Diffstat (limited to 'intern')
-rw-r--r--intern/cycles/kernel/bvh/bvh.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/kernel/bvh/bvh.h b/intern/cycles/kernel/bvh/bvh.h
index 7503bad37b0..be0f05285e8 100644
--- a/intern/cycles/kernel/bvh/bvh.h
+++ b/intern/cycles/kernel/bvh/bvh.h
@@ -174,7 +174,7 @@ ccl_device_inline bool scene_intersect_valid(const Ray *ray)
* From production scenes so far it seems it's enough to test first element
* only.
*/
- return isfinite(ray->P.x);
+ return isfinite_safe(ray->P.x) && isfinite_safe(ray->D.x);
}
/* Note: ray is passed by value to work around a possible CUDA compiler bug. */