correction to recent commit, wouldnt have given any troubles but was assigning the...
authorCampbell Barton <ideasman42@gmail.com>
Sat, 17 Sep 2011 07:28:19 +0000 (07:28 +0000)
committerCampbell Barton <ideasman42@gmail.com>
Sat, 17 Sep 2011 07:28:19 +0000 (07:28 +0000)
source/blender/render/intern/source/volumetric.c

index ad6a951..608882e 100644 (file)
@@ -186,7 +186,7 @@ static void shade_intersection(ShadeInput *shi, float col_r[4], Isect *is)
        col_r[3] = shr_new.alpha;
 }
 
-static void vol_trace_behind(ShadeInput *shi, VlakRen *vlr, const float co[3], float col[3])
+static void vol_trace_behind(ShadeInput *shi, VlakRen *vlr, const float co[3], float col_r[4])
 {
        Isect isect;
        
@@ -204,10 +204,10 @@ static void vol_trace_behind(ShadeInput *shi, VlakRen *vlr, const float co[3], f
        
        /* check to see if there's anything behind the volume, otherwise shade the sky */
        if(RE_rayobject_raycast(R.raytree, &isect)) {
-               shade_intersection(shi, col, &isect);
+               shade_intersection(shi, col_r, &isect);
        } else {
-               shadeSkyView(col, co, shi->view, NULL, shi->thread);
-               shadeSunView(col, shi->view);
+               shadeSkyView(col_r, co, shi->view, NULL, shi->thread);
+               shadeSunView(col_r, shi->view);
        } 
 }
 
@@ -699,7 +699,7 @@ static void volume_trace(struct ShadeInput *shi, struct ShadeResult *shr, int in
                } else {
                        /* we're tracing through the volume between the camera 
                         * and a solid surface, so use that pre-shaded radiance */
-                       QUATCOPY(col, shr->combined);
+                       copy_v4_v4(col, shr->combined);
                }
                
                /* shade volume from 'camera' to 1st hit point */