Shadow rays must take into account if an object inbetween its origin and the light source is transparent or not. DEMANDS refactoring! RayIntersection in triangle and sphere should probably not use the z-value. That check should be done outside so we can use it for shadow rays as well. If one (or more) transparent object(s) is between light and current intersection point then the point should still be lit!
Shadow rays must take into account if an object inbetween its origin and the light source is transparent or not. DEMANDS refactoring! RayIntersection in triangle and sphere should probably not use the z-value. That check should be done outside so we can use it for shadow rays as well. If one (or more) transparent object(s) is between light and current intersection point then the point should still be lit!