@@ -1600,11 +1600,11 @@ void Trace::ComputeOneDiffuseLight(LightColour& colour, const LightSource &light
16001600 }
16011601
16021602 ComputeClassicColour (colour, lightColour, layer_pigment_colour, eye.Direction , lightsourceray.Direction , layer_normal, finish, ipoint, relativeIor, attenuation, backside,
1603- // NK rad - don't compute highlights for radiosity gather rays, since this causes
1604- // problems with colors being far too bright
1605- // TODO FIXME radiosity - is this really the right way to do it (speaking of realism)?
1606- // don't compute highlights for diffuse backside illumination
1607- (lightsource.Light_Type != FILL_LIGHT_SOURCE) && !eye.IsRadiosityRay () && !backside);
1603+ // NK rad - don't compute highlights for radiosity gather rays, since this causes
1604+ // problems with colors being far too bright
1605+ // TODO FIXME radiosity - is this really the right way to do it (speaking of realism)?
1606+ // don't compute highlights for diffuse backside illumination
1607+ (lightsource.Light_Type != FILL_LIGHT_SOURCE) && !eye.IsRadiosityRay () && !backside);
16081608 }
16091609}
16101610
@@ -1659,7 +1659,6 @@ void Trace::ComputeFullAreaDiffuseLight(LightColour& colour, const LightColour&
16591659 double jitter_u = (double )u;
16601660 double jitter_v = (double )v;
16611661 bool backside = false ;
1662- LightColour tmpCol;
16631662
16641663 if (lightsource.Jitter )
16651664 {
@@ -1722,11 +1721,11 @@ void Trace::ComputeFullAreaDiffuseLight(LightColour& colour, const LightColour&
17221721 }
17231722
17241723 ComputeClassicColour (colour, attenuatedLightcolour, layer_pigment_colour, eye.Direction , lsr.Direction , layer_normal, finish, ipoint, relativeIor, attenuation, backside,
1725- // NK rad - don't compute highlights for radiosity gather rays, since this causes
1726- // problems with colors being far too bright
1727- // TODO FIXME radiosity - is this really the right way to do it (speaking of realism)?
1728- // don't compute highlights for diffuse backside illumination
1729- (lightsource.Light_Type != FILL_LIGHT_SOURCE) && !eye.IsRadiosityRay () && !backside);
1724+ // NK rad - don't compute highlights for radiosity gather rays, since this causes
1725+ // problems with colors being far too bright
1726+ // TODO FIXME radiosity - is this really the right way to do it (speaking of realism)?
1727+ // don't compute highlights for diffuse backside illumination
1728+ (lightsource.Light_Type != FILL_LIGHT_SOURCE) && !eye.IsRadiosityRay () && !backside);
17301729 }
17311730 }
17321731}
@@ -2276,7 +2275,7 @@ void Trace::ComputeShadowColour(LightColour& colour, const LightSource &lightsou
22762275 if (fabs (resultColour.Weight ()) < lightsourceray.GetTicket ().adcBailout )
22772276 {
22782277 // close enough to full shadow - bail out to avoid media computations
2279- resultColour .Clear ();
2278+ colour .Clear ();
22802279 return ;
22812280 }
22822281
@@ -2355,7 +2354,7 @@ void Trace::ComputeDiffuseColour(LightColour& colour, const LightColour& lightCo
23552354 colour += intensity * pigmentColour * lightColour * cs1 * cs2;
23562355 }
23572356 else
2358- colour += intensity * pigmentColour * lightColour;
2357+ colour += intensity * pigmentColour * lightColour;
23592358}
23602359
23612360void Trace::ComputePhongColour (LightColour& colour, const LightColour& lightColour, const AttenuatingColour& pigmentColour,
@@ -2364,7 +2363,6 @@ void Trace::ComputePhongColour(LightColour& colour, const LightColour& lightColo
23642363{
23652364 double cos_angle_of_incidence, deviation, intensity;
23662365 Vector3d reflectToLight;
2367- AttenuatingColour cs;
23682366
23692367 cos_angle_of_incidence = -dot (normal, fromEye);
23702368
@@ -2374,7 +2372,7 @@ void Trace::ComputePhongColour(LightColour& colour, const LightColour& lightColo
23742372
23752373 if (deviation > 0.0 )
23762374 {
2377- if ((finish->Phong_Size < 60 ) || (cos_angle_of_incidence > 0.0008 )) // rgs
2375+ if ((finish->Phong_Size < 60 ) || (deviation > 0.0008 )) // rgs
23782376 {
23792377 intensity = finish->Phong * pow (deviation, (double )finish->Phong_Size );
23802378
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