forked from bartvdbraak/blender
f79f9115f2
* This was wrong since 2006! * Raytrace code assumed refractions to go "air -> glass -> air -> glass -> air.." so actually only the first total internal reflection was calculated correctly, but everything after that was wrong. * Now after a total internal reflection there needs to be an actual refraction before the ray escapes the "glass" object. |
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.. | ||
blender | ||
blenderplayer | ||
creator | ||
darwin | ||
gameengine | ||
icons | ||
kernel | ||
tests | ||
CMakeLists.txt | ||
SConscript |