diff options
Diffstat (limited to 'intern/cycles/kernel/kernel_path.h')
-rw-r--r-- | intern/cycles/kernel/kernel_path.h | 22 |
1 files changed, 11 insertions, 11 deletions
diff --git a/intern/cycles/kernel/kernel_path.h b/intern/cycles/kernel/kernel_path.h index e41a5a62c14..16fd0499b00 100644 --- a/intern/cycles/kernel/kernel_path.h +++ b/intern/cycles/kernel/kernel_path.h @@ -59,7 +59,7 @@ __device_inline void path_state_init(PathState *state) __device_inline void path_state_next(KernelGlobals *kg, PathState *state, int label) { /* ray through transparent keeps same flags from previous ray and is - not counted as a regular bounce, transparent has separate max */ + * not counted as a regular bounce, transparent has separate max */ if(label & LABEL_TRANSPARENT) { state->flag |= PATH_RAY_TRANSPARENT; state->transparent_bounce++; @@ -159,13 +159,13 @@ __device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *ra #ifdef __TRANSPARENT_SHADOWS__ if(result && kernel_data.integrator.transparent_shadows) { /* transparent shadows work in such a way to try to minimize overhead - in cases where we don't need them. after a regular shadow ray is - cast we check if the hit primitive was potentially transparent, and - only in that case start marching. this gives on extra ray cast for - the cases were we do want transparency. - - also note that for this to work correct, multi close sampling must - be used, since we don't pass a random number to shader_eval_surface */ + * in cases where we don't need them. after a regular shadow ray is + * cast we check if the hit primitive was potentially transparent, and + * only in that case start marching. this gives on extra ray cast for + * the cases were we do want transparency. + * + * also note that for this to work correct, multi close sampling must + * be used, since we don't pass a random number to shader_eval_surface */ if(shader_transparent_shadow(kg, &isect)) { float3 throughput = make_float3(1.0f, 1.0f, 1.0f); float3 Pend = ray->P + ray->D*ray->t; @@ -266,7 +266,7 @@ __device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int sample, R kernel_write_data_passes(kg, buffer, &L, &sd, sample, state.flag, throughput); /* blurring of bsdf after bounces, for rays that have a small likelihood - of following this particular path (diffuse, rough glossy) */ + * of following this particular path (diffuse, rough glossy) */ if(kernel_data.integrator.filter_glossy != FLT_MAX) { float blur_pdf = kernel_data.integrator.filter_glossy*min_ray_pdf; @@ -305,8 +305,8 @@ __device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int sample, R #endif /* path termination. this is a strange place to put the termination, it's - mainly due to the mixed in MIS that we use. gives too many unneeded - shader evaluations, only need emission if we are going to terminate */ + * mainly due to the mixed in MIS that we use. gives too many unneeded + * shader evaluations, only need emission if we are going to terminate */ float probability = path_state_terminate_probability(kg, &state, throughput); float terminate = path_rng(kg, rng, sample, rng_offset + PRNG_TERMINATE); |