Bugfix #2803
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.
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@@ -801,8 +801,8 @@ static short intersection(Isect *is)
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if(ok) {
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is->isect= ok; // wich half of the quad
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if(is->mode==DDA_MIRROR) {
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/* for mirror: large faces can be filled in too often, this prevents
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if(is->mode!=DDA_SHADOW) {
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/* for mirror & tra-shadow: large faces can be filled in too often, this prevents
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a face being detected too soon... */
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if(is->labda > is->ddalabda) {
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return 0;
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