forked from bartvdbraak/blender
Cycles: Simplify check for degenerated faces on GPU
Still not sure how to properly solve the issue, needs some trickery to get actual optimized values from intersection function (using printf() avoids some optimization and makes stuff render correct). For the time being let's just simplify check.
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@ -160,15 +160,10 @@ ccl_device_inline bool triangle_intersect(KernelGlobals *kg,
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#endif
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{
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#ifdef __KERNEL_GPU__
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float4 a = tri_b - tri_a, b = tri_c - tri_a;
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if(len_squared(make_float3(a.y*b.z - a.z*b.y,
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a.z*b.x - a.x*b.z,
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a.x*b.y - a.y*b.x)) == 0.0f)
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{
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if(A == B && B == C) {
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return false;
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}
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#endif
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/* Normalize U, V, W, and T. */
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const float inv_det = 1.0f / det;
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isect->prim = triAddr;
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