Commit: 7de3f44f79dc93b5b8e53cb43365bc4494256901 Author: Jeffrey Liu Date: Sat Jul 16 13:06:45 2022 -0400 Branches: soc-2022-many-lights-sampling https://developer.blender.org/rB7de3f44f79dc93b5b8e53cb43365bc4494256901
Fix: light tree node partitioning This fixes the partitioning of the light tree primitives. Previously, the construction was not calculating the splitting dimension properly. =================================================================== M intern/cycles/scene/light_tree.cpp =================================================================== diff --git a/intern/cycles/scene/light_tree.cpp b/intern/cycles/scene/light_tree.cpp index c0676f508e3..2c3c8cb880f 100644 --- a/intern/cycles/scene/light_tree.cpp +++ b/intern/cycles/scene/light_tree.cpp @@ -357,7 +357,7 @@ LightTreeBuildNode *LightTree::recursive_build(vector<LightTreePrimitiveInfo> &p * This is an O(n) algorithm where we iterate from the left and right side, * and swaps the appropriate left and right elements until complete. */ int left = start, right = end - 1; - float bounding_dimension = min_bucket * (centroid_bounds.size()[min_dim] / + float bounding_dimension = (min_bucket + 1) * (centroid_bounds.size()[min_dim] / LightTreeBucketInfo::num_buckets) + centroid_bounds.min[min_dim]; while (left < right) { _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org List details, subscription details or unsubscribe: https://lists.blender.org/mailman/listinfo/bf-blender-cvs