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authorMatt Ebb <matt@mke3.net>2009-09-23 04:53:30 +0400
committerMatt Ebb <matt@mke3.net>2009-09-23 04:53:30 +0400
commit7b1e5f4d8e38fa39e2b97f4602031bd990ec8524 (patch)
tree3d4ae4fb9734fea2dbda7fe72b1389825e447fab /source
parent930542540ade1ac181c1fbff2ca8f23715d377fb (diff)
* Tweak to fix:
[#8358] Performance regression with raytraced refraction Now shadows are only sampled once in reflections/refractions. For cases where this would be a problem (perfect specular reflection/refraction), the full OSA takes care of it.
Diffstat (limited to 'source')
-rw-r--r--source/blender/render/intern/source/rayshade.c3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/render/intern/source/rayshade.c b/source/blender/render/intern/source/rayshade.c
index d2599f6050c..c1d0c943ca9 100644
--- a/source/blender/render/intern/source/rayshade.c
+++ b/source/blender/render/intern/source/rayshade.c
@@ -1900,7 +1900,8 @@ static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, float *lampco, float *
else max_samples = 1;
} else {
if (do_soft) max_samples = lar->ray_totsamp;
- else max_samples = (R.osa > 4)?R.osa:5;
+ else if (shi->depth == 0) max_samples = (R.osa > 4)?R.osa:5;
+ else max_samples = 1;
}
ray_shadow_jittered_coords(shi, max_samples, jitco, &totjitco);