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authorVito Caputo <vcaputo@gnugeneration.com>2017-02-09 04:59:05 -0800
committerVito Caputo <vcaputo@gnugeneration.com>2017-02-09 04:59:05 -0800
commita4914d40fd9e25fa4c02af8d4c02d227064c1903 (patch)
treeeeee7fbc6f382e6ef8e51fbd8f8823bd5d326584
parent19dbf88c811c6f853566fda48ad100d1c29faf50 (diff)
ray: remove redundant recursion depth increment
trace_ray() bumps the depth, the reflection ray trace_ray() call just needs to propagate the depth variable not advance it as well. This was probably vestigial from early development and never got taken out. This does mean more reflections now, and correspondingly slower rendering, but it at least makes MAX_RECURSION_DEPTH accurate. The define can be changed if the performance is too bad.
-rw-r--r--src/modules/ray/ray_scene.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/modules/ray/ray_scene.c b/src/modules/ray/ray_scene.c
index e44990b..496c447 100644
--- a/src/modules/ray/ray_scene.c
+++ b/src/modules/ray/ray_scene.c
@@ -107,7 +107,7 @@ static inline ray_color_t shade_ray(ray_scene_t *scene, ray_ray_t *ray, ray_obje
reflected_ray.origin = intersection;
reflected_ray.direction = ray_3f_sub(&ray->direction, &reflected_ray.direction);
- reflection = trace_ray(scene, &reflected_ray, depth + 1);
+ reflection = trace_ray(scene, &reflected_ray, depth);
reflection = ray_3f_mult_scalar(&reflection, surface.specular);
color = ray_3f_add(&color, &reflection);
#endif
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