Revision: 34661
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=34661
Author:   blendix
Date:     2011-02-05 17:54:00 +0000 (Sat, 05 Feb 2011)
Log Message:
-----------
Another fix for the raytracing commit, forgot that it also included vertex
reordering to be consistent with the rest of the render engine. That means
the self intersection issues with non-planar quads should also be gone now.

Modified Paths:
--------------
    trunk/blender/source/blender/render/intern/source/rayshade.c
    trunk/blender/source/blender/render/intern/source/rendercore.c

Modified: trunk/blender/source/blender/render/intern/source/rayshade.c
===================================================================
--- trunk/blender/source/blender/render/intern/source/rayshade.c        
2011-02-05 16:32:56 UTC (rev 34660)
+++ trunk/blender/source/blender/render/intern/source/rayshade.c        
2011-02-05 17:54:00 UTC (rev 34661)
@@ -534,15 +534,10 @@
        shi->mat= vlr->mat;
        shade_input_init_material(shi);
        
-       if(vlr->v4) {
-               if(is->isect==2) 
-                       shade_input_set_triangle_i(shi, obi, vlr, 2, 1, 3);
-               else
-                       shade_input_set_triangle_i(shi, obi, vlr, 0, 1, 3);
-       }
-       else {
+       if(is->isect==2) 
+               shade_input_set_triangle_i(shi, obi, vlr, 0, 2, 3);
+       else
                shade_input_set_triangle_i(shi, obi, vlr, 0, 1, 2);
-       }
 
        shi->u= is->u;
        shi->v= is->v;

Modified: trunk/blender/source/blender/render/intern/source/rendercore.c
===================================================================
--- trunk/blender/source/blender/render/intern/source/rendercore.c      
2011-02-05 16:32:56 UTC (rev 34660)
+++ trunk/blender/source/blender/render/intern/source/rendercore.c      
2011-02-05 17:54:00 UTC (rev 34661)
@@ -2082,24 +2082,10 @@
 
 static void bake_set_shade_input(ObjectInstanceRen *obi, VlakRen *vlr, 
ShadeInput *shi, int quad, int isect, int x, int y, float u, float v)
 {
-       if(isect) {
-               /* raytrace intersection with different u,v than scanconvert */
-               if(vlr->v4) {
-                       if(quad)
-                               shade_input_set_triangle_i(shi, obi, vlr, 2, 1, 
3);
-                       else
-                               shade_input_set_triangle_i(shi, obi, vlr, 0, 1, 
3);
-               }
-               else
-                       shade_input_set_triangle_i(shi, obi, vlr, 0, 1, 2);
-       }
-       else {
-               /* regular scanconvert */
-               if(quad) 
-                       shade_input_set_triangle_i(shi, obi, vlr, 0, 2, 3);
-               else
-                       shade_input_set_triangle_i(shi, obi, vlr, 0, 1, 2);
-       }
+       if(quad) 
+               shade_input_set_triangle_i(shi, obi, vlr, 0, 2, 3);
+       else
+               shade_input_set_triangle_i(shi, obi, vlr, 0, 1, 2);
                
        /* cache for shadow */
        shi->samplenr= R.shadowsamplenr[shi->thread]++;

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