forked from bartvdbraak/blender
fix for error in own commit r40108.
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5fdbfbaf3a
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ee154197f2
@ -1126,7 +1126,7 @@ float lamp_get_visibility(LampRen *lar, float *co, float *lv, float *dist)
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float visifac= 1.0f, t;
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float visifac= 1.0f, t;
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sub_v3_v3v3(lv, co, lar->co);
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sub_v3_v3v3(lv, co, lar->co);
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*dist= len_v3v3(lv, lv);
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*dist= sqrtf(dot_v3v3(lv, lv));
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t= 1.0f/dist[0];
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t= 1.0f/dist[0];
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mul_v3_fl(lv, t);
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mul_v3_fl(lv, t);
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@ -1179,7 +1179,7 @@ float lamp_get_visibility(LampRen *lar, float *co, float *lv, float *dist)
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float inpr;
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float inpr;
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if(lar->mode & LA_SQUARE) {
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if(lar->mode & LA_SQUARE) {
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if(lv[0]*lar->vec[0]+lv[1]*lar->vec[1]+lv[2]*lar->vec[2]>0.0f) {
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if(dot_v3v3(lv, lar->vec) > 0.0f) {
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float lvrot[3], x;
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float lvrot[3], x;
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/* rotate view to lampspace */
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/* rotate view to lampspace */
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@ -1314,8 +1314,8 @@ static void shade_one_light(LampRen *lar, ShadeInput *shi, ShadeResult *shr, int
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/* dot product and reflectivity */
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/* dot product and reflectivity */
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/* inp = dotproduct, is = shader result, i = lamp energy (with shadow), i_noshad = i without shadow */
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/* inp = dotproduct, is = shader result, i = lamp energy (with shadow), i_noshad = i without shadow */
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inp= vn[0]*lv[0] + vn[1]*lv[1] + vn[2]*lv[2];
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inp= dot_v3v3(vn, lv);
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/* phong threshold to prevent backfacing faces having artefacts on ray shadow (terminator problem) */
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/* phong threshold to prevent backfacing faces having artefacts on ray shadow (terminator problem) */
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/* this complex construction screams for a nicer implementation! (ton) */
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/* this complex construction screams for a nicer implementation! (ton) */
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if(R.r.mode & R_SHADOW) {
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if(R.r.mode & R_SHADOW) {
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