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This particular method of generating a perpendicular vector doesn't return a unit vector in most cases, so the following line (as well as line 137) should normalize() the result, otherwise you'll end up with a different distribution of rays than the one that's intended:
Line 121 in f194614
| float3 bitangent = getPerpendicularVector(hitNorm); |
This is just something I happened across while skimming the code quickly, so I haven't looked for other uses elsewhere in this sample or the others.
It's maybe not a horrendous error, since a quick test suggests that the mean norm is ~0.96, but the worse case can be ~0.82.
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