Fixed black dot bug! (it does work for the test case I had)

But I still wonder about its correction because it looks the
oposite of whats documented and of what was used before :S

I also took a long time to find it because I tought blender was feeding the raytrace structure
with quads and triangles but it looks the quads get triangulated before reaching makeraytree (on rayshade.c).
This commit is contained in:
Andre Susano Pinto
2009-05-29 21:32:52 +00:00
parent 7e12e4e811
commit aab6dfd724

View File

@@ -233,8 +233,8 @@ static int intersect_rayface(RayFace *face, Isect *is)
if(a->v1==b->v1 || a->v2==b->v1 || a->v3==b->v1 || a->v4==b->v1
|| a->v1==b->v2 || a->v2==b->v2 || a->v3==b->v2 || a->v4==b->v2
|| a->v1==b->v3 || a->v2==b->v3 || a->v3==b->v3 || a->v4==b->v3
|| a->v1==b->v4 || a->v2==b->v4 || a->v3==b->v4 || (a->v4 && a->v4==b->v4))
if(!intersection2((VlakRen*)b, -r0, -r1, -r2, is->start[0], is->start[1], is->start[2]))
|| (b->v4 && (a->v1==b->v4 || a->v2==b->v4 || a->v3==b->v4 || a->v4==b->v4)))
if(intersection2((VlakRen*)b, -r0, -r1, -r2, is->start[0], is->start[1], is->start[2]))
{
return 0;
}