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authorTon Roosendaal <ton@blender.org>2004-05-10 01:52:23 +0400
committerTon Roosendaal <ton@blender.org>2004-05-10 01:52:23 +0400
commit023890061746ff1d87bdee975460eabe63f71c5f (patch)
tree15f795b3dbd636b979f766e9c8eb1d1d922771ac /source
parent6c7747a6f10b4d445df1920e9450d5ef6ca5101d (diff)
Bug fix for AO and Soft shadow:
When Traceable was off, and the rendered pixel outside Octree, the intersection was going wrong. Due to the many samples taken not easy to see, but certainly causing extra noise.
Diffstat (limited to 'source')
-rw-r--r--source/blender/render/intern/source/ray.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/render/intern/source/ray.c b/source/blender/render/intern/source/ray.c
index 0264d298e3d..a1c64997664 100644
--- a/source/blender/render/intern/source/ray.c
+++ b/source/blender/render/intern/source/ray.c
@@ -2075,7 +2075,6 @@ void ray_ao(ShadeInput *shi, World *wrld, float *shadfac)
float maxdist = wrld->aodist;
int j=0, tot, actual=0;
- VECCOPY(isec.start, shi->co);
isec.vlrorig= shi->vlr;
isec.mode= DDA_SHADOW;
coh_test= 0; // reset coherence optimize
@@ -2122,6 +2121,7 @@ void ray_ao(ShadeInput *shi, World *wrld, float *shadfac)
actual++;
+ VECCOPY(isec.start, shi->co);
isec.end[0] = shi->co[0] - maxdist*vec[0];
isec.end[1] = shi->co[1] - maxdist*vec[1];
isec.end[2] = shi->co[2] - maxdist*vec[2];
@@ -2264,7 +2264,6 @@ void ray_shadow(ShadeInput *shi, LampRen *lar, float *shadfac)
float vec[3];
int a, j=0;
- VECCOPY(isec.start, shi->co);
isec.vlrorig= shi->vlr;
fac= 0.0;
@@ -2279,6 +2278,7 @@ void ray_shadow(ShadeInput *shi, LampRen *lar, float *shadfac)
vec[2]= 0.0;
Mat3MulVecfl(lar->mat, vec);
+ VECCOPY(isec.start, shi->co);
isec.end[0]= lampco[0]+vec[0];
isec.end[1]= lampco[1]+vec[1];
isec.end[2]= lampco[2]+vec[2];