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authorVito Caputo <vcaputo@pengaru.com>2017-06-02 10:31:52 -0700
committerVito Caputo <vcaputo@pengaru.com>2017-06-02 10:31:52 -0700
commit84a473d0369c8d676a5a42dcbd11039360668e40 (patch)
tree1c19bdef9e87034301290c55499dce08ec019838 /src/modules/ray/ray_scene.c
parent69e3a23a89b0b4567de92c004946113ce2db0151 (diff)
ray: separate lights from objects
This may need to be undone in the future when more sophisticated lights, like area lights, are implemented. For now I can avoid polluting the objects list with the lights by strictly separating them.
Diffstat (limited to 'src/modules/ray/ray_scene.c')
-rw-r--r--src/modules/ray/ray_scene.c3
1 files changed, 0 insertions, 3 deletions
diff --git a/src/modules/ray/ray_scene.c b/src/modules/ray/ray_scene.c
index 50da28a..a95058f 100644
--- a/src/modules/ray/ray_scene.c
+++ b/src/modules/ray/ray_scene.c
@@ -23,9 +23,6 @@ static inline int ray_is_obstructed(ray_scene_t *scene, ray_ray_t *ray, float di
for (i = 0; i < scene->n_objects; i++) {
float ood;
- if (scene->objects[i].type == RAY_OBJECT_TYPE_LIGHT)
- continue;
-
if (ray_object_intersects_ray(&scene->objects[i], ray, &ood) &&
ood < distance) {
return 1;
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