forked from bartvdbraak/blender
Bugfix #5489
Variable "osatex" was hanging in cases, giving weird noisy results in cases (like when you use extreme high frequency image texture).
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@ -69,6 +69,7 @@ struct ShadeInputCopy {
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struct VertRen *v1, *v2, *v3; /* vertices can be in any order for quads... */
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short i1, i2, i3; /* original vertex indices */
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short puno;
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short osatex;
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float vn[3], vno[3]; /* actual render normal, and a copy to restore it */
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float n1[3], n2[3], n3[3]; /* vertex normals, corrected */
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int mode; /* base material mode (OR-ed result of entire node tree) */
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@ -97,6 +98,7 @@ typedef struct ShadeInput
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struct VertRen *v1, *v2, *v3; /* vertices can be in any order for quads... */
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short i1, i2, i3; /* original vertex indices */
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short puno;
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short osatex;
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float vn[3], vno[3]; /* actual render normal, and a copy to restore it */
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float n1[3], n2[3], n3[3]; /* vertex normals, corrected */
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int mode; /* base material mode (OR-ed result of entire node tree) */
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@ -145,7 +147,6 @@ typedef struct ShadeInput
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float ao[3];
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int xs, ys; /* pixel to be rendered */
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short osatex;
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int mask; /* subsample mask */
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int samplenr; /* sample counter, to detect if we should do shadow again */
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int depth; /* 1 or larger on raytrace shading */
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