d4c1e98dd4
The issue was caused by mismatch in how aligned triangles storage was filled in during BVH construction and how it was used during rendering. Basically, i was leaving uninitialized storage for triangles when there was deformation motion blur detected for the mesh. Was likely some sort of optimization, but in fact it's still possible that regular triangles would be needed for rendering. So now we're storing aligned storage for all triangle primitives and only skipping motion triangles (the deformation motion blur flag from mesh is now ignored). |
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.. | ||
bvh_binning.cpp | ||
bvh_binning.h | ||
bvh_build.cpp | ||
bvh_build.h | ||
bvh_node.cpp | ||
bvh_node.h | ||
bvh_params.h | ||
bvh_sort.cpp | ||
bvh_sort.h | ||
bvh_split.cpp | ||
bvh_split.h | ||
bvh.cpp | ||
bvh.h | ||
CMakeLists.txt |