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Diffstat (limited to 'intern/cycles/kernel/geom/triangle_intersect.h')
-rw-r--r--intern/cycles/kernel/geom/triangle_intersect.h10
1 files changed, 6 insertions, 4 deletions
diff --git a/intern/cycles/kernel/geom/triangle_intersect.h b/intern/cycles/kernel/geom/triangle_intersect.h
index 0c76de9ccc7..847ed22fddd 100644
--- a/intern/cycles/kernel/geom/triangle_intersect.h
+++ b/intern/cycles/kernel/geom/triangle_intersect.h
@@ -17,6 +17,7 @@ ccl_device_inline bool triangle_intersect(KernelGlobals kg,
ccl_private Intersection *isect,
float3 P,
float3 dir,
+ float tmin,
float tmax,
uint visibility,
int object,
@@ -28,7 +29,7 @@ ccl_device_inline bool triangle_intersect(KernelGlobals kg,
tri_b = kernel_data_fetch(tri_verts, tri_vindex + 1),
tri_c = kernel_data_fetch(tri_verts, tri_vindex + 2);
float t, u, v;
- if (ray_triangle_intersect(P, dir, tmax, tri_a, tri_b, tri_c, &u, &v, &t)) {
+ if (ray_triangle_intersect(P, dir, tmin, tmax, tri_a, tri_b, tri_c, &u, &v, &t)) {
#ifdef __VISIBILITY_FLAG__
/* Visibility flag test. we do it here under the assumption
* that most triangles are culled by node flags.
@@ -62,6 +63,7 @@ ccl_device_inline bool triangle_intersect_local(KernelGlobals kg,
int object,
int prim,
int prim_addr,
+ float tmin,
float tmax,
ccl_private uint *lcg_state,
int max_hits)
@@ -71,7 +73,7 @@ ccl_device_inline bool triangle_intersect_local(KernelGlobals kg,
tri_b = kernel_data_fetch(tri_verts, tri_vindex + 1),
tri_c = kernel_data_fetch(tri_verts, tri_vindex + 2);
float t, u, v;
- if (!ray_triangle_intersect(P, dir, tmax, tri_a, tri_b, tri_c, &u, &v, &t)) {
+ if (!ray_triangle_intersect(P, dir, tmin, tmax, tri_a, tri_b, tri_c, &u, &v, &t)) {
return false;
}
@@ -143,9 +145,9 @@ ccl_device_inline float3 triangle_point_from_uv(KernelGlobals kg,
const packed_float3 tri_a = kernel_data_fetch(tri_verts, tri_vindex + 0),
tri_b = kernel_data_fetch(tri_verts, tri_vindex + 1),
tri_c = kernel_data_fetch(tri_verts, tri_vindex + 2);
- float w = 1.0f - u - v;
- float3 P = u * tri_a + v * tri_b + w * tri_c;
+ /* This appears to give slightly better precision than interpolating with w = (1 - u - v). */
+ float3 P = tri_a + u * (tri_b - tri_a) + v * (tri_c - tri_a);
if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
const Transform tfm = object_get_transform(kg, sd);