correction to recent commit, wouldnt have given any troubles but was assigning the 4th component of a float[3].

This commit is contained in:
Campbell Barton 2011-09-17 07:28:19 +00:00
parent f2748bfdc3
commit ec4181701f

@ -186,7 +186,7 @@ static void shade_intersection(ShadeInput *shi, float col_r[4], Isect *is)
col_r[3] = shr_new.alpha;
}
static void vol_trace_behind(ShadeInput *shi, VlakRen *vlr, const float co[3], float col[3])
static void vol_trace_behind(ShadeInput *shi, VlakRen *vlr, const float co[3], float col_r[4])
{
Isect isect;
@ -204,10 +204,10 @@ static void vol_trace_behind(ShadeInput *shi, VlakRen *vlr, const float co[3], f
/* check to see if there's anything behind the volume, otherwise shade the sky */
if(RE_rayobject_raycast(R.raytree, &isect)) {
shade_intersection(shi, col, &isect);
shade_intersection(shi, col_r, &isect);
} else {
shadeSkyView(col, co, shi->view, NULL, shi->thread);
shadeSunView(col, shi->view);
shadeSkyView(col_r, co, shi->view, NULL, shi->thread);
shadeSunView(col_r, shi->view);
}
}
@ -699,7 +699,7 @@ static void volume_trace(struct ShadeInput *shi, struct ShadeResult *shr, int in
} else {
/* we're tracing through the volume between the camera
* and a solid surface, so use that pre-shaded radiance */
QUATCOPY(col, shr->combined);
copy_v4_v4(col, shr->combined);
}
/* shade volume from 'camera' to 1st hit point */