Whoops, nope. The last commit was a mistake.

It *seemed* to fix the problem I was running into, but it actually
made the SphereLight ray intersection code incorrect, and wa just
avoiding intersections that should have happened.

I should test better before committing. :-)
This commit is contained in:
Nathan Vegdahl 2017-10-25 07:09:16 -07:00
parent 18024d43b9
commit 6ff226f4fa

View File

@ -227,7 +227,7 @@ impl<'a> Surface for SphereLight<'a> {
let radius = lerp_slice(self.radii, r.time); // Radius of the sphere let radius = lerp_slice(self.radii, r.time); // Radius of the sphere
// Get the ray origin and direction in local space // Get the ray origin and direction in local space
let orig = (r.orig * xform).into_vector(); let orig = r.orig.into_vector();
let dir = wr.dir * xform; let dir = wr.dir * xform;
// Code adapted to Rust from https://github.com/Tecla/Rayito // Code adapted to Rust from https://github.com/Tecla/Rayito