Returns true the the ray is occluded by a triangle
| 102 | |
| 103 | // Returns true the the ray is occluded by a triangle |
| 104 | static bool Occluded(RTCScene scene, const Float3& position, const Float3& direction, float nearDist, float farDist) |
| 105 | { |
| 106 | EmbreeRay ray(position, direction, nearDist, farDist); |
| 107 | rtcOccluded(scene, ray); |
| 108 | return ray.Hit(); |
| 109 | } |
| 110 | |
| 111 | // Calculates diffuse and specular from a spherical area light |
| 112 | static Float3 SampleSphericalAreaLight(const Float3& position, const Float3& normal, RTCScene scene, |
no test coverage detected