Hi, I don't think 17c8e0d309 caused the issue. The light tree uses a bit trail with int
type, which limits the tree depth to a maximum of 32, so it is expected that it will fail when dealing…
closure.h
LABEL_TRANSMIT
Shouldn't it be MAP_PASS(..., true)
instead of false
? It was originally PassMode::NOISY
.
Thanks for investigating.
I'm a bit worried about code duplication. I guess you can move the angle wrapping in sky_texture_precompute_nishita()
to shader.cpp
instead, just before `sky->set_su…
This array stores indices of the build-in lights (area light, spot light, sun light, point light), these lights are often called "lamps" throughout the code. Besides that we have mesh lights, which are kept in a separate array called mesh_to_light
. Because both types are called "lights", I thought it would be less confusing to rename the other one to lamp_to_tree
.