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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2012-04-15 19:35:09 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2012-04-15 19:35:09 +0400
commit117f2826b929b0100b4233577a310ae5cc907cb0 (patch)
treed807a3f4eef1abd727d5e89918d502932e4c1a59 /intern
parent6520aa97a93e2438ddb739b2b990061ed18ab1d7 (diff)
Fix #30955: cycles render issue with lights that have shadow casting disabled.
Diffstat (limited to 'intern')
-rw-r--r--intern/cycles/kernel/kernel_path.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/intern/cycles/kernel/kernel_path.h b/intern/cycles/kernel/kernel_path.h
index 53ce374e150..ff12e85375c 100644
--- a/intern/cycles/kernel/kernel_path.h
+++ b/intern/cycles/kernel/kernel_path.h
@@ -147,14 +147,14 @@ __device_inline float path_state_terminate_probability(KernelGlobals *kg, PathSt
__device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *ray, float3 *shadow)
{
+ *shadow = make_float3(1.0f, 1.0f, 1.0f);
+
if(ray->t == 0.0f)
return false;
Intersection isect;
bool result = scene_intersect(kg, ray, PATH_RAY_SHADOW_OPAQUE, &isect);
- *shadow = make_float3(1.0f, 1.0f, 1.0f);
-
#ifdef __TRANSPARENT_SHADOWS__
if(result && kernel_data.integrator.transparent_shadows) {
/* transparent shadows work in such a way to try to minimize overhead