* Did some small tweaks to how density is used with light
cache - it makes some very good improvements clearing up artifacts: http://mke3.net/blender/devel/rendering/volumetrics/vol_lc_fixed.jpg
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@@ -468,9 +468,6 @@ void vol_get_scattering(ShadeInput *shi, float *scatter, float *co, float stepsi
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lar= go->lampren;
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if (lar) {
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vol_shade_one_lamp(shi, co, lar, lacol, stepsize, density);
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VecMulf(lacol, density);
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VecAddf(col, col, lacol);
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}
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}
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@@ -539,7 +536,8 @@ static void volumeintegrate(struct ShadeInput *shi, float *col, float *co, float
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vol_get_precached_scattering_nearest(shi, scatter_col, step_mid);
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} else
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vol_get_scattering(shi, scatter_col, step_mid, stepsize, density);
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VecMulf(scatter_col, density);
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VecAddf(d_radiance, emit_col, scatter_col);
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/* Lv += Tr * (Lve() + Ld) */
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