Fix T41362: CPU and GPU rendering gives different results

We can't really make CPU and GPU results look the same in all possible
circumstances, but here we can make them look close enough to each other
by making it so sobol pattern for bounce number is the smae for both
CPU and GPU.

This makes CPU and GPU render results look the same with low number of
samples, high number of samples was never an issue.
This commit is contained in:
Sergey Sharybin
2014-08-11 22:29:27 +06:00
parent 3e41c8ad6f
commit 8bed4e6040

View File

@@ -223,10 +223,9 @@ enum PathTraceDimension {
PRNG_PHASE_V = 9,
PRNG_PHASE = 10,
PRNG_SCATTER_DISTANCE = 11,
PRNG_BOUNCE_NUM = 12,
#else
PRNG_BOUNCE_NUM = 8,
#endif
PRNG_BOUNCE_NUM = 12,
};
enum SamplingPattern {