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author | Lukas Stockner <lukas.stockner@freenet.de> | 2016-07-25 17:02:25 +0300 |
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committer | Lukas Stockner <lukas.stockner@freenet.de> | 2016-07-25 17:14:25 +0300 |
commit | d9cc3ea2c6e8cfd17612c35a82050cb01d8070ec (patch) | |
tree | 3177efff3295dbd890c17eb36befa828dba2157b /source/blender/blenkernel/intern/linestyle.c | |
parent | 83ae0a0e068d1bac498722aea3ee7dbfad3b151f (diff) |
Cycles: Fix rays parallel to the surface in the triangle refine and MultiGGX code
In the triangle intersection refinement code, rays that are parallel to the triangle caused a divide by zero.
These rays might initially hit the triangle due to the watertight intersection test, but are very rare - therefore, just skipping the refinement for them works fine.
Also, a few remaining issues in the MultiGGX code are fixed that were caused by rays parallel to the surface (which happened more often there due to smooth shading).
Diffstat (limited to 'source/blender/blenkernel/intern/linestyle.c')
0 files changed, 0 insertions, 0 deletions