* Fix for camera+internal surface object inside ztransp volume

This commit is contained in:
Matt Ebb
2009-08-24 08:13:09 +00:00
parent 6ddcb47746
commit 90895fce8c
2 changed files with 10 additions and 9 deletions

View File

@@ -169,7 +169,8 @@ void shade_material_loop(ShadeInput *shi, ShadeResult *shr)
}
if(R.r.mode & R_RAYTRACE) {
shade_volume_inside(shi, shr);
if (R.render_volumes_inside.first)
shade_volume_inside(shi, shr);
}
}

View File

@@ -575,15 +575,14 @@ static void volume_trace(struct ShadeInput *shi, struct ShadeResult *shr, int in
startco = shi->camera_co;
endco = shi->co;
if (!ztransp) {
if (trace_behind) {
if (trace_behind) {
if (!ztransp)
/* trace behind the volume object */
vol_trace_behind(shi, shi->vlr, endco, col);
} else {
/* we're tracing through the volume between the camera
* and a solid surface, so use that pre-shaded radiance */
QUATCOPY(col, shr->combined);
}
} else {
/* we're tracing through the volume between the camera
* and a solid surface, so use that pre-shaded radiance */
QUATCOPY(col, shr->combined);
}
/* shade volume from 'camera' to 1st hit point */
@@ -676,8 +675,9 @@ void shade_volume_inside(ShadeInput *shi, ShadeResult *shr)
MatInside *m;
Material *mat_backup;
if (BLI_countlist(&R.render_volumes_inside) == 0) return;
//if (BLI_countlist(&R.render_volumes_inside) == 0) return;
/* XXX: extend to multiple volumes perhaps later */
mat_backup = shi->mat;
m = R.render_volumes_inside.first;
shi->mat = m->ma;