[Bf-committers] [11343] trunk/blender/source/blender/ render/intern/source/shadeoutput.c: =Rendering Bugfix=

GSR gsr.b3d at infernal-iceberg.com
Mon Jul 23 04:57:06 CEST 2007


Hi,
joeedh at gmail.com (2007-07-23 at 0428.52 +0200):
> For some odd reason, shadow calculation was skipped if diffuse was 0.0.  This
> however would cause errors where specularity would ignore shadows.  After all,
> just because the shaded diffuse of a point is fully black, doesn't mean
> the specularity highlight doesn't include that point.

You just reminded me I had found yet another doc about float checks,
worth read like the one halley posted some time ago.
http://www.lomont.org/Math/Papers/2005/CompareFloat.pdf

GSR
 


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