Fix issue in with multiple importance sampling in recent code refactor.
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@@ -233,7 +233,9 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
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/* count triangles */
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if(have_emission) {
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for(size_t i = 0; i < mesh->triangles.size(); i++) {
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Shader *shader = scene->shaders[mesh->shader[i]];
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int shader_index = mesh->shader[i];
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Shader *shader = (shader_index < mesh->used_shaders.size()) ?
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mesh->used_shaders[shader_index] : scene->default_surface;
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if(shader->use_mis && shader->has_surface_emission)
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num_triangles++;
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@@ -303,7 +305,9 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
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}
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for(size_t i = 0; i < mesh->triangles.size(); i++) {
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Shader *shader = scene->shaders[mesh->shader[i]];
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int shader_index = mesh->shader[i];
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Shader *shader = (shader_index < mesh->used_shaders.size()) ?
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mesh->used_shaders[shader_index] : scene->default_surface;
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if(shader->use_mis && shader->has_surface_emission) {
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distribution[offset].x = totarea;
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@@ -62,7 +62,9 @@ bool MeshManager::displace(Device *device, DeviceScene *dscene, Scene *scene, Me
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for(size_t i = 0; i < mesh->triangles.size(); i++) {
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Mesh::Triangle t = mesh->triangles[i];
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Shader *shader = scene->shaders[mesh->shader[i]];
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int shader_index = mesh->shader[i];
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Shader *shader = (shader_index < mesh->used_shaders.size()) ?
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mesh->used_shaders[shader_index] : scene->default_surface;
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if(!shader->has_displacement)
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continue;
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@@ -146,7 +148,9 @@ bool MeshManager::displace(Device *device, DeviceScene *dscene, Scene *scene, Me
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Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
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for(size_t i = 0; i < mesh->triangles.size(); i++) {
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Mesh::Triangle t = mesh->triangles[i];
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Shader *shader = scene->shaders[mesh->shader[i]];
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int shader_index = mesh->shader[i];
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Shader *shader = (shader_index < mesh->used_shaders.size()) ?
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mesh->used_shaders[shader_index] : scene->default_surface;
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if(!shader->has_displacement)
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continue;
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