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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2012-12-02 12:25:40 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2012-12-02 12:25:40 +0400
commitb8d822eb354a593584aa382d716cec8dd197aeb8 (patch)
tree35a3464547bd8a7dc174cc1f0e2bbea8afea6bc8 /intern
parent82fc3319599b9c03ae37f09afc826fed7188df8b (diff)
Fix performance issue in OSL geometry node, compiler fails to optimize out the
tangent computation, tweaked the code so this works.
Diffstat (limited to 'intern')
-rw-r--r--intern/cycles/kernel/shaders/node_geometry.osl7
1 files changed, 6 insertions, 1 deletions
diff --git a/intern/cycles/kernel/shaders/node_geometry.osl b/intern/cycles/kernel/shaders/node_geometry.osl
index 3940b98eec1..5a784f951bb 100644
--- a/intern/cycles/kernel/shaders/node_geometry.osl
+++ b/intern/cycles/kernel/shaders/node_geometry.osl
@@ -51,7 +51,12 @@ shader node_geometry(
/* try to create spherical tangent from generated coordinates */
if (getattribute("geom:generated", generated)) {
- vector T = vector(-(generated[1] - 0.5), (generated[0] - 0.5), 0.0);
+ matrix project = matrix(0.0, 1.0, 0.0, 0.0,
+ -1.0, 0.0, 0.0, 0.0,
+ 0.0, 0.0, 0.0, 0.0,
+ 0.5, -0.5, 0.0, 1.0);
+
+ vector T = transform(project, generated);
T = transform("object", "world", T);
Tangent = cross(Normal, normalize(cross(T, Normal)));
}