Bug fix 1161
Rendering showed stripes in scanlines, caused by not re-initializing the horizon and zenith colors for the AO "only sky color" type.
This commit is contained in:
@@ -39,6 +39,7 @@
|
||||
#include "DNA_lamp_types.h"
|
||||
|
||||
#include "BKE_utildefines.h"
|
||||
#include "BKE_global.h"
|
||||
|
||||
#include "BLI_arithb.h"
|
||||
|
||||
@@ -1880,6 +1881,17 @@ void ray_ao(ShadeInput *shi, World *wrld, float *shadfac)
|
||||
|
||||
shadfac[0]= shadfac[1]= shadfac[2]= 0.0;
|
||||
|
||||
/* if sky texture used, these values have to be reset back to original */
|
||||
if(wrld->aocolor==WO_AOSKYCOL && G.scene->world) {
|
||||
R.wrld.horr= G.scene->world->horr;
|
||||
R.wrld.horg= G.scene->world->horg;
|
||||
R.wrld.horb= G.scene->world->horb;
|
||||
R.wrld.zenr= G.scene->world->zenr;
|
||||
R.wrld.zeng= G.scene->world->zeng;
|
||||
R.wrld.zenb= G.scene->world->zenb;
|
||||
}
|
||||
|
||||
/* calculate the two perpendicular vectors */
|
||||
VECCOPY(nrm, shi->vn);
|
||||
if ((nrm[0]==0.0) && (nrm[1]==0.0)) {
|
||||
if (nrm[2]<0) ru[0]=-1; else ru[0]=1;
|
||||
|
||||
Reference in New Issue
Block a user