Fix #35207: addition to previous fix to avoid OSL getting uninitialized

ray differentials for lighting, which could cause bad texture filtering
artifacts or performance.
This commit is contained in:
Brecht Van Lommel
2013-05-03 21:34:51 +00:00
parent 879859e0cc
commit 838949c3e7
7 changed files with 41 additions and 29 deletions

View File

@@ -203,8 +203,7 @@ __device void subsurface_scatter_step(KernelGlobals *kg, ShaderData *sd, int sta
ray.P = p1;
ray.D = normalize_len(p2 - p1, &ray.t);
ray.dP = sd->dP;
ray.dD.dx = make_float3(0.0f, 0.0f, 0.0f);
ray.dD.dy = make_float3(0.0f, 0.0f, 0.0f);
ray.dD = differential3_zero();
ray.time = sd->time;
/* intersect with the same object. if multiple intersections are