Loading LrGeometryTriangle.cpp +186 −189 Original line number Diff line number Diff line Loading @@ -151,28 +151,25 @@ bool LrGeometryTriangle::getIntersection(const LrRay &ray, LrHit *hit, int fragm } void LrGeometryTriangle::getMinMax(LrPoint &min, LrPoint &max, int fragment) const { Real minX,minY,minZ,maxX,maxY,maxZ; // Calcul de min if (m_P1.x < m_P2.x) {minX = m_P1.x;} else {minX = m_P2.x;} if (m_P3.x < minX) {minX = m_P3.x;} if (m_P1.x < m_P2.x) {min.x = m_P1.x;} else {min.x = m_P2.x;} if (m_P3.x < min.x) {min.x = m_P3.x;} if (m_P1.y < m_P2.y) {minY = m_P1.y;} else {minY = m_P2.y;} if (m_P3.y < minY) {minY = m_P3.y;} if (m_P1.y < m_P2.y) {min.y = m_P1.y;} else {min.y = m_P2.y;} if (m_P3.y < min.y) {min.y = m_P3.y;} if (m_P1.z < m_P2.z) {minZ = m_P1.z;} else {minZ = m_P2.z;} if (m_P3.z < minZ) {minZ = m_P3.z;} if (m_P1.z < m_P2.z) {min.z = m_P1.z;} else {min.z = m_P2.z;} if (m_P3.z < min.z) {min.z = m_P3.z;} // Calcul de max if (m_P1.x > m_P2.x) {maxX = m_P1.x;} else {maxX = m_P2.x;} if (m_P3.x > maxX) {maxX = m_P3.x;} if (m_P1.x > m_P2.x) {max.x = m_P1.x;} else {max.x = m_P2.x;} if (m_P3.x > max.x) {max.x = m_P3.x;} if (m_P1.y > m_P2.y) {maxY = m_P1.y;} else {maxY = m_P2.y;} if (m_P3.y > maxY) {maxY = m_P3.y;} if (m_P1.y > m_P2.y) {max.y = m_P1.y;} else {max.y = m_P2.y;} if (m_P3.y > max.y) {max.y = m_P3.y;} if (m_P1.z > m_P2.z) {maxZ = m_P1.z;} else {maxZ = m_P2.z;} if (m_P3.z > maxZ) {maxZ = m_P3.z;} if (m_P1.z > m_P2.z) {max.z = m_P1.z;} else {max.z = m_P2.z;} if (m_P3.z > max.z) {max.z = m_P3.z;} } Loading LrSceneRayTracing.cpp +1 −1 Original line number Diff line number Diff line Loading @@ -117,7 +117,7 @@ void LrSceneRayTracing::generateImagePart(int lOffset, int lNb) for (int i = 0; i < nbRayPerPixel; i++) { float u, v; Real u, v; LrRay ray; LrColor color; // tirer u et v dans le pixel (l, c) Loading Loading
LrGeometryTriangle.cpp +186 −189 Original line number Diff line number Diff line Loading @@ -151,28 +151,25 @@ bool LrGeometryTriangle::getIntersection(const LrRay &ray, LrHit *hit, int fragm } void LrGeometryTriangle::getMinMax(LrPoint &min, LrPoint &max, int fragment) const { Real minX,minY,minZ,maxX,maxY,maxZ; // Calcul de min if (m_P1.x < m_P2.x) {minX = m_P1.x;} else {minX = m_P2.x;} if (m_P3.x < minX) {minX = m_P3.x;} if (m_P1.x < m_P2.x) {min.x = m_P1.x;} else {min.x = m_P2.x;} if (m_P3.x < min.x) {min.x = m_P3.x;} if (m_P1.y < m_P2.y) {minY = m_P1.y;} else {minY = m_P2.y;} if (m_P3.y < minY) {minY = m_P3.y;} if (m_P1.y < m_P2.y) {min.y = m_P1.y;} else {min.y = m_P2.y;} if (m_P3.y < min.y) {min.y = m_P3.y;} if (m_P1.z < m_P2.z) {minZ = m_P1.z;} else {minZ = m_P2.z;} if (m_P3.z < minZ) {minZ = m_P3.z;} if (m_P1.z < m_P2.z) {min.z = m_P1.z;} else {min.z = m_P2.z;} if (m_P3.z < min.z) {min.z = m_P3.z;} // Calcul de max if (m_P1.x > m_P2.x) {maxX = m_P1.x;} else {maxX = m_P2.x;} if (m_P3.x > maxX) {maxX = m_P3.x;} if (m_P1.x > m_P2.x) {max.x = m_P1.x;} else {max.x = m_P2.x;} if (m_P3.x > max.x) {max.x = m_P3.x;} if (m_P1.y > m_P2.y) {maxY = m_P1.y;} else {maxY = m_P2.y;} if (m_P3.y > maxY) {maxY = m_P3.y;} if (m_P1.y > m_P2.y) {max.y = m_P1.y;} else {max.y = m_P2.y;} if (m_P3.y > max.y) {max.y = m_P3.y;} if (m_P1.z > m_P2.z) {maxZ = m_P1.z;} else {maxZ = m_P2.z;} if (m_P3.z > maxZ) {maxZ = m_P3.z;} if (m_P1.z > m_P2.z) {max.z = m_P1.z;} else {max.z = m_P2.z;} if (m_P3.z > max.z) {max.z = m_P3.z;} } Loading
LrSceneRayTracing.cpp +1 −1 Original line number Diff line number Diff line Loading @@ -117,7 +117,7 @@ void LrSceneRayTracing::generateImagePart(int lOffset, int lNb) for (int i = 0; i < nbRayPerPixel; i++) { float u, v; Real u, v; LrRay ray; LrColor color; // tirer u et v dans le pixel (l, c) Loading