Cleanup: comments (long lines) in cycles
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@@ -18,7 +18,8 @@ CCL_NAMESPACE_BEGIN
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#if defined(__BRANCHED_PATH__) || defined(__SUBSURFACE__) || defined(__SHADOW_TRICKS__) || \
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defined(__BAKING__)
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/* branched path tracing: connect path directly to position on one or more lights and add it to L */
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/* branched path tracing: connect path directly to position on one or more lights and add it to L
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*/
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ccl_device_noinline void kernel_branched_path_surface_connect_light(
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KernelGlobals *kg,
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ShaderData *sd,
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@@ -62,8 +63,10 @@ ccl_device_noinline void kernel_branched_path_surface_connect_light(
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LightSample ls;
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if (lamp_light_sample(kg, i, light_u, light_v, sd->P, &ls)) {
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/* The sampling probability returned by lamp_light_sample assumes that all lights were sampled.
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* However, this code only samples lamps, so if the scene also had mesh lights, the real probability is twice as high. */
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/* The sampling probability returned by lamp_light_sample assumes that all lights were
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* sampled.
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* However, this code only samples lamps, so if the scene also had mesh lights, the real
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* probability is twice as high. */
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if (kernel_data.integrator.pdf_triangles != 0.0f)
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ls.pdf *= 2.0f;
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@@ -109,7 +112,8 @@ ccl_device_noinline void kernel_branched_path_surface_connect_light(
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LightSample ls;
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if (light_sample(kg, light_u, light_v, sd->time, sd->P, state->bounce, &ls)) {
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/* Same as above, probability needs to be corrected since the sampling was forced to select a mesh light. */
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/* Same as above, probability needs to be corrected since the sampling was forced to
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* select a mesh light. */
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if (kernel_data.integrator.num_all_lights)
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ls.pdf *= 2.0f;
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