doing many more samples for ambient occlusion looks better
git-svn-id: svn://anubis/fart/trunk@262 7f9b0f55-74a9-4bce-be96-3c2cd072584d
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@ -327,7 +327,7 @@ Color Scene::calculateLightContribution(const Ray & toLight,
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Color Scene::calculateAmbientOcclusion(const Ray & surfaceNormal)
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Color Scene::calculateAmbientOcclusion(const Ray & surfaceNormal)
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{
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{
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Color result(1, 1, 1);
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Color result(1, 1, 1);
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const int nISteps = 6, nJSteps = 3;
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const int nISteps = 30, nJSteps = 15;
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int nRays = 0;
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int nRays = 0;
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Vector perpX = surfaceNormal.getDirection().getPerpendicular().normalize();
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Vector perpX = surfaceNormal.getDirection().getPerpendicular().normalize();
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Vector perpY = (surfaceNormal.getDirection() * perpX).normalize();
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Vector perpY = (surfaceNormal.getDirection() * perpX).normalize();
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