Transparent shadow could accidentally intersect first with a face being
farther away, due to the fact larger faces can fill up multiple octree
nodes. Had to use the same exception handling as for raytracing mirror or
glass.
This commit is contained in:
Ton Roosendaal
2005-07-10 08:55:14 +00:00
parent 0c89ddbf1c
commit 9fa952f9a5

View File

@@ -801,8 +801,8 @@ static short intersection(Isect *is)
if(ok) {
is->isect= ok; // wich half of the quad
if(is->mode==DDA_MIRROR) {
/* for mirror: large faces can be filled in too often, this prevents
if(is->mode!=DDA_SHADOW) {
/* for mirror & tra-shadow: large faces can be filled in too often, this prevents
a face being detected too soon... */
if(is->labda > is->ddalabda) {
return 0;