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- From: Li-Ta Lo <
>
- To:
- Subject: [Manta] Re: r2304 - in trunk: Engine/PixelSamplers Engine/Renderers Engine/Shadows Interface Model/AmbientLights Model/Instances Model/Materials Model/Primitives Model/Textures
- Date: Thu, 17 Jul 2008 12:06:12 -0600
- Organization: Los Alamos National Lab
How do you use valgrind with SSE enabled?
Ollie
On Thu, 2008-07-17 at 12:02 -0600, Thiago Ize wrote:
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Log:
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Valgrind was detecting uninitialized values in several places (often
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while path tracing). This can cause or be indicative of weird hard to
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track bugs. For instance, during path tracing, the interpolated
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triangle normals were using the wrong barycentric coordinates. This
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would result in the reflected rays being slightly off. It's a hard
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effect to notice, but it is wrong.
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Model/Materials/Lambertian.cc:
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-Fixed a bug where sse shading was iterating over the rays and not
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shadowrays. This results in unintialized data being accesed as well
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as slower code.
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Model/Primitives/Torus.cc:
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-Added an assert to require positive radius values.
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Engine/PixelSamplers/JitterSampler.cc:
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-Need to initialize rng. Otherwise you're using an uninitialized
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variable.
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Engine/Renderers/KajiyaPathtracer.cc:
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-Need to swap scratchpads. It's possible other things, such as the
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scratchpad<char> and other data members also need to be swapped.
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