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