Cycles: Cleanup, indentation and trailing whitespace

This commit is contained in:
Sergey Sharybin 2017-08-31 14:47:49 +02:00
parent 8b9e1707a1
commit 018137f762
1 changed files with 4 additions and 4 deletions

View File

@ -959,7 +959,7 @@ ccl_device_forceinline void triangle_light_sample(KernelGlobals *kg, int prim, i
const float3 C_ = safe_normalize(q * A + sqrtf(temp) * U);
/* Finally, select a random point along the edge of the new triangle
/* Finally, select a random point along the edge of the new triangle
* That point on the spherical triangle is the sampled ray direction */
const float z = 1.0f - randv * (1.0f - dot(C_, B));
ls->D = z * B + safe_sqrtf(1.0f - z*z) * safe_normalize(C_ - dot(C_, B) * B);
@ -967,11 +967,11 @@ ccl_device_forceinline void triangle_light_sample(KernelGlobals *kg, int prim, i
/* calculate intersection with the planar triangle */
ray_triangle_intersect(P, ls->D, FLT_MAX,
#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
(ssef*)V,
(ssef*)V,
#else
V[0], V[1], V[2],
V[0], V[1], V[2],
#endif
&ls->u, &ls->v, &ls->t);
&ls->u, &ls->v, &ls->t);
ls->P = P + ls->D * ls->t;
/* pdf_triangles is calculated over triangle area, but we're sampling over solid angle */