@@ -1597,11 +1597,11 @@ void Trace::ComputeOneDiffuseLight(LightColour& colour, const LightSource &light
15971597 }
15981598
15991599 ComputeClassicColour (colour, lightColour, layer_pigment_colour, eye.Direction , lightsourceray.Direction , layer_normal, finish, ipoint, relativeIor, attenuation, backside,
1600- // NK rad - don't compute highlights for radiosity gather rays, since this causes
1601- // problems with colors being far too bright
1602- // TODO FIXME radiosity - is this really the right way to do it (speaking of realism)?
1603- // don't compute highlights for diffuse backside illumination
1604- (lightsource.Light_Type != FILL_LIGHT_SOURCE) && !eye.IsRadiosityRay () && !backside);
1600+ // NK rad - don't compute highlights for radiosity gather rays, since this causes
1601+ // problems with colors being far too bright
1602+ // TODO FIXME radiosity - is this really the right way to do it (speaking of realism)?
1603+ // don't compute highlights for diffuse backside illumination
1604+ (lightsource.Light_Type != FILL_LIGHT_SOURCE) && !eye.IsRadiosityRay () && !backside);
16051605 }
16061606}
16071607
@@ -1656,7 +1656,6 @@ void Trace::ComputeFullAreaDiffuseLight(LightColour& colour, const LightColour&
16561656 double jitter_u = (double )u;
16571657 double jitter_v = (double )v;
16581658 bool backside = false ;
1659- LightColour tmpCol;
16601659
16611660 if (lightsource.Jitter )
16621661 {
@@ -1719,11 +1718,11 @@ void Trace::ComputeFullAreaDiffuseLight(LightColour& colour, const LightColour&
17191718 }
17201719
17211720 ComputeClassicColour (colour, attenuatedLightcolour, layer_pigment_colour, eye.Direction , lsr.Direction , layer_normal, finish, ipoint, relativeIor, attenuation, backside,
1722- // NK rad - don't compute highlights for radiosity gather rays, since this causes
1723- // problems with colors being far too bright
1724- // TODO FIXME radiosity - is this really the right way to do it (speaking of realism)?
1725- // don't compute highlights for diffuse backside illumination
1726- (lightsource.Light_Type != FILL_LIGHT_SOURCE) && !eye.IsRadiosityRay () && !backside);
1721+ // NK rad - don't compute highlights for radiosity gather rays, since this causes
1722+ // problems with colors being far too bright
1723+ // TODO FIXME radiosity - is this really the right way to do it (speaking of realism)?
1724+ // don't compute highlights for diffuse backside illumination
1725+ (lightsource.Light_Type != FILL_LIGHT_SOURCE) && !eye.IsRadiosityRay () && !backside);
17271726 }
17281727 }
17291728}
@@ -2273,7 +2272,7 @@ void Trace::ComputeShadowColour(LightColour& colour, const LightSource &lightsou
22732272 if (fabs (resultColour.Weight ()) < lightsourceray.GetTicket ().adcBailout )
22742273 {
22752274 // close enough to full shadow - bail out to avoid media computations
2276- resultColour .Clear ();
2275+ colour .Clear ();
22772276 return ;
22782277 }
22792278
@@ -2352,7 +2351,7 @@ void Trace::ComputeDiffuseColour(LightColour& colour, const LightColour& lightCo
23522351 colour += intensity * pigmentColour * lightColour * cs1 * cs2;
23532352 }
23542353 else
2355- colour += intensity * pigmentColour * lightColour;
2354+ colour += intensity * pigmentColour * lightColour;
23562355}
23572356
23582357void Trace::ComputePhongColour (LightColour& colour, const LightColour& lightColour, const AttenuatingColour& pigmentColour,
@@ -2361,7 +2360,6 @@ void Trace::ComputePhongColour(LightColour& colour, const LightColour& lightColo
23612360{
23622361 double cos_angle_of_incidence, deviation, intensity;
23632362 Vector3d reflectToLight;
2364- AttenuatingColour cs;
23652363
23662364 cos_angle_of_incidence = -dot (normal, fromEye);
23672365
@@ -2371,7 +2369,7 @@ void Trace::ComputePhongColour(LightColour& colour, const LightColour& lightColo
23712369
23722370 if (deviation > 0.0 )
23732371 {
2374- if ((finish->Phong_Size < 60 ) || (cos_angle_of_incidence > 0.0008 )) // rgs
2372+ if ((finish->Phong_Size < 60 ) || (deviation > 0.0008 )) // rgs
23752373 {
23762374 intensity = finish->Phong * pow (deviation, (double )finish->Phong_Size );
23772375
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