diff options
author | Vito Caputo <vcaputo@pengaru.com> | 2017-06-02 10:31:52 -0700 |
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committer | Vito Caputo <vcaputo@pengaru.com> | 2017-06-02 10:31:52 -0700 |
commit | 84a473d0369c8d676a5a42dcbd11039360668e40 (patch) | |
tree | 1c19bdef9e87034301290c55499dce08ec019838 /src/modules/ray/ray_scene.c | |
parent | 69e3a23a89b0b4567de92c004946113ce2db0151 (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.c | 3 |
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; |