forked from bartvdbraak/blender
3637cbbcf8
It was possible to miss bounces termination criteria in this functions, mainly when max_hits was set to 0. Made the check more robust in traversal functions (which should not affect performance, it's an operation of same complexity AFAIK). Also avoid doing ray-scene intersection from shadow_blocked when limit of transparent bounces was already reached. |
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.. | ||
bvh_nodes.h | ||
bvh_shadow_all.h | ||
bvh_subsurface.h | ||
bvh_traversal.h | ||
bvh_volume_all.h | ||
bvh_volume.h | ||
bvh.h | ||
qbvh_nodes.h | ||
qbvh_shadow_all.h | ||
qbvh_subsurface.h | ||
qbvh_traversal.h | ||
qbvh_volume_all.h | ||
qbvh_volume.h |