Fix #30009: cycles translucent BSDF + environment importance sampling not

working correct.
This commit is contained in:
Brecht Van Lommel 2012-01-30 18:34:01 +00:00
parent e5587217d5
commit 26d3b873d5

@ -116,7 +116,8 @@ __device bool direct_emission(KernelGlobals *kg, ShaderData *sd, int lindex,
if(ls.shader & SHADER_CAST_SHADOW) { if(ls.shader & SHADER_CAST_SHADOW) {
/* setup ray */ /* setup ray */
ray->P = ray_offset(sd->P, sd->Ng); bool transmit = (dot(sd->Ng, ls.D) < 0.0f);
ray->P = ray_offset(sd->P, (transmit)? -sd->Ng: sd->Ng);
if(ls.t == FLT_MAX) { if(ls.t == FLT_MAX) {
/* distant light */ /* distant light */