Cycles: fix for UV texture coordinates lookup with more than one mesh, bug in corner attribute storage.

This commit is contained in:
Brecht Van Lommel 2011-05-04 14:01:38 +00:00
parent f56aa76752
commit cf00171da5
2 changed files with 12 additions and 10 deletions

@ -116,10 +116,10 @@ __device float triangle_attribute_float(KernelGlobals *kg, const ShaderData *sd,
return sd->u*f0 + sd->v*f1 + (1.0f - sd->u - sd->v)*f2;
}
else if(elem == ATTR_ELEMENT_CORNER) {
int tri = offset + sd->prim;
float f0 = kernel_tex_fetch(__attributes_float, tri*3 + 0);
float f1 = kernel_tex_fetch(__attributes_float, tri*3 + 1);
float f2 = kernel_tex_fetch(__attributes_float, tri*3 + 2);
int tri = offset + sd->prim*3;
float f0 = kernel_tex_fetch(__attributes_float, tri + 0);
float f1 = kernel_tex_fetch(__attributes_float, tri + 1);
float f2 = kernel_tex_fetch(__attributes_float, tri + 2);
#ifdef __RAY_DIFFERENTIALS__
if(dx) *dx = sd->du.dx*f0 + sd->dv.dx*f1 - (sd->du.dx + sd->dv.dx)*f2;
@ -159,10 +159,10 @@ __device float3 triangle_attribute_float3(KernelGlobals *kg, const ShaderData *s
return sd->u*f0 + sd->v*f1 + (1.0f - sd->u - sd->v)*f2;
}
else if(elem == ATTR_ELEMENT_CORNER) {
int tri = offset + sd->prim;
float3 f0 = as_float3(kernel_tex_fetch(__attributes_float3, tri*3 + 0));
float3 f1 = as_float3(kernel_tex_fetch(__attributes_float3, tri*3 + 1));
float3 f2 = as_float3(kernel_tex_fetch(__attributes_float3, tri*3 + 2));
int tri = offset + sd->prim*3;
float3 f0 = as_float3(kernel_tex_fetch(__attributes_float3, tri + 0));
float3 f1 = as_float3(kernel_tex_fetch(__attributes_float3, tri + 1));
float3 f2 = as_float3(kernel_tex_fetch(__attributes_float3, tri + 2));
#ifdef __RAY_DIFFERENTIALS__
if(dx) *dx = sd->du.dx*f0 + sd->dv.dx*f1 - (sd->du.dx + sd->dv.dx)*f2;

@ -469,11 +469,13 @@ void MeshManager::device_update_attributes(Device *device, DeviceScene *dscene,
}
/* mesh vertex/triangle index is global, not per object, so we sneak
a correct for that in here */
a correction for that in here */
if(req.element == ATTR_ELEMENT_VERTEX)
req.offset -= mesh->vert_offset;
else
else if(mattr->element == Attribute::FACE)
req.offset -= mesh->tri_offset;
else if(mattr->element == Attribute::CORNER)
req.offset -= 3*mesh->tri_offset;
if(progress.get_cancel()) return;
}