diff --git a/components/renderers/cpp/src/triangle_render.cu b/components/renderers/cpp/src/triangle_render.cu index 96fa70012adb59d992dda651018bef4239cca213..236038fbabed6a05780254c19c856e4344f31065 100644 --- a/components/renderers/cpp/src/triangle_render.cu +++ b/components/renderers/cpp/src/triangle_render.cu @@ -30,7 +30,8 @@ __device__ inline float length2(int dx, int dy) { return dx*dx + dy*dy; } d[2] = depth_in.tex2D(x+A,y+(1-B)); // Is this triangle valid - if (fabs(d[0] - d[1]) > 0.04f || fabs(d[0] - d[2]) > 0.04f) return; + if (fabs(d[0] - d[1]) > 0.04f || fabs(d[0] - d[2]) > 0.04f) return; + if (d[0] < params.camera.minDepth || d[1] < params.camera.minDepth || d[2] < params.camera.minDepth) return; short2 s[3]; s[0] = screen.tex2D(x+A,y+B); @@ -48,8 +49,8 @@ __device__ inline float length2(int dx, int dy) { return dx*dx + dy*dy; } s[1].x = min(s[1].x,10); s[2].y = min(s[2].y,10); - for (int sx=0; sx < s[1].x; ++sx) { - for (int sy=0; sy < min(s[1].x - sx, s[2].y); ++sy) { + for (int sx=0; sx <= s[1].x; ++sx) { + for (int sy=0; sy <= min(s[1].x - sx, s[2].y); ++sy) { //if (sx > s[2].y-sy) continue; if (dx*sx+s[0].x >= params.camera.width || dy*sy+s[0].y >= params.camera.height) continue; @@ -57,7 +58,8 @@ __device__ inline float length2(int dx, int dy) { return dx*dx + dy*dy; } float dist2 = length2(s[1].x-sx, s[1].y-sy); float dist3 = length2(s[2].x-sx, s[2].y-sy); - float new_depth = (d[0]*dist1 + d[1]*dist2 + d[2] * dist3) / (dist1+dist2+dist3); + float new_depth = (d[0]*dist1 + d[1]*dist2 + d[2] * dist3) / (dist1+dist2+dist3); + //if (new_depth < params.camera.minDepth || new_depth > params.camera.maxDepth) continue; atomicMin(&depth_out(dx*sx+s[0].x,dy*sy+s[0].y), int(new_depth*1000.0f)); }