60 |
|
{ |
61 |
|
double cos_thresh; |
62 |
|
int ii, jj; |
63 |
< |
/* min. spacing = 1/10th division */ |
64 |
< |
cos_thresh = (PI/10.)/(double)hp->ns; |
63 |
> |
/* min. spacing = 1/4th division */ |
64 |
> |
cos_thresh = (PI/4.)/(double)hp->ns; |
65 |
|
cos_thresh = 1. - .5*cos_thresh*cos_thresh; |
66 |
|
/* check existing neighbors */ |
67 |
|
for (ii = i-1; ii <= i+1; ii++) { |
126 |
|
/* avoid coincident samples */ |
127 |
|
if (!n && ambcollision(hp, i, j, ar.rdir)) { |
128 |
|
spt[0] = frandom(); spt[1] = frandom(); |
129 |
< |
goto resample; |
129 |
> |
goto resample; /* reject this sample */ |
130 |
|
} |
131 |
|
dimlist[ndims++] = AI(hp,i,j) + 90171; |
132 |
|
rayvalue(&ar); /* evaluate ray */ |
137 |
|
if (ar.rt*ap->d < 1.0) /* new/closer distance? */ |
138 |
|
ap->d = 1.0/ar.rt; |
139 |
|
if (!n) { /* record first vertex & value */ |
140 |
< |
if (ar.rt > 10.0*thescene.cusize) |
141 |
< |
ar.rt = 10.0*thescene.cusize; |
140 |
> |
if (ar.rt > 10.0*thescene.cusize + 1000.) |
141 |
> |
ar.rt = 10.0*thescene.cusize + 1000.; |
142 |
|
VSUM(ap->p, ar.rorg, ar.rdir, ar.rt); |
143 |
|
copycolor(ap->v, ar.rcol); |
144 |
|
} else { /* else update recorded value */ |