float alpha;
/* ------ main shading loop -------- */
+ memset(&shi->raycounter, 0, sizeof(shi->raycounter));
if(shi->mat->nodetree && shi->mat->use_nodes) {
ntreeShaderExecTree(shi->mat->nodetree, shi, shr);
/* add z */
shr->z= -shi->co[2];
+
+ /* RAYHITS */
+ if(1 || shi->passflag & SCE_PASS_RAYHITS)
+ {
+ shr->rayhits[0] = (float)shi->raycounter.faces.test;
+ shr->rayhits[1] = (float)shi->raycounter.bb.hit;
+ shr->rayhits[2] = 0.0;
+ shr->rayhits[3] = 1.0;
+ RE_RC_MERGE(&re_rc_counter[shi->thread], &shi->raycounter);
+ }
}
/* **************************************************************************** */