d9cc3ea2c6
In the triangle intersection refinement code, rays that are parallel to the triangle caused a divide by zero. These rays might initially hit the triangle due to the watertight intersection test, but are very rare - therefore, just skipping the refinement for them works fine. Also, a few remaining issues in the MultiGGX code are fixed that were caused by rays parallel to the surface (which happened more often there due to smooth shading). |
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.arcconfig | ||
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CMakeLists.txt | ||
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GNUmakefile | ||
make.bat |