Variable "osatex" was hanging in cases, giving weird noisy results
in cases (like when you use extreme high frequency image texture).
This commit is contained in:
Ton Roosendaal 2006-12-22 08:30:19 +00:00
parent 18e81ecafa
commit e7d916b6e6

@ -69,6 +69,7 @@ struct ShadeInputCopy {
struct VertRen *v1, *v2, *v3; /* vertices can be in any order for quads... */
short i1, i2, i3; /* original vertex indices */
short puno;
short osatex;
float vn[3], vno[3]; /* actual render normal, and a copy to restore it */
float n1[3], n2[3], n3[3]; /* vertex normals, corrected */
int mode; /* base material mode (OR-ed result of entire node tree) */
@ -97,6 +98,7 @@ typedef struct ShadeInput
struct VertRen *v1, *v2, *v3; /* vertices can be in any order for quads... */
short i1, i2, i3; /* original vertex indices */
short puno;
short osatex;
float vn[3], vno[3]; /* actual render normal, and a copy to restore it */
float n1[3], n2[3], n3[3]; /* vertex normals, corrected */
int mode; /* base material mode (OR-ed result of entire node tree) */
@ -145,7 +147,6 @@ typedef struct ShadeInput
float ao[3];
int xs, ys; /* pixel to be rendered */
short osatex;
int mask; /* subsample mask */
int samplenr; /* sample counter, to detect if we should do shadow again */
int depth; /* 1 or larger on raytrace shading */