> (In this case you also must advance along the ray by a distance of epsilon
> before you actually compute the ray-object intersection or else you'll be
> sometimes hitting the object itself from which the reflected/refracted ray
> was shot.)
Yeah, tell me about it! I had fun just getting shaddow tests to work...
(In the end, I just excluded the shape itself from the test. Works great
for a sphere - it can't cast a shaddow on itself - but if I ever manage
to make a torus or something... *sigh*)
Andrew.
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