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Correcting test for relatively new POV_ASSERTs
Only an issue where POV_DEBUG defined for the compile.
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source/core/scene/object.cpp

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -149,7 +149,7 @@ bool Find_Intersection(Intersection *isect, ObjectPtr object, const Ray& ray, Tr
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while(depthstack->size() > 0)
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{
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tmpDepth = depthstack->top().Depth;
152-
POV_ASSERT(tmpDepth < 0.0); // Shape code should never return intersections <= 0.0
152+
POV_ASSERT(tmpDepth > 0.0); // Shape code should never return intersections <= 0.0
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if (tmpDepth < closest)
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{
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*isect = depthstack->top();
@@ -203,7 +203,7 @@ bool Find_Intersection(Intersection *isect, ObjectPtr object, const Ray& ray, co
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while(depthstack->size() > 0)
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{
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tmpDepth = depthstack->top().Depth;
206-
POV_ASSERT(tmpDepth < 0.0); // Shape code should never return intersections <= 0.0
206+
POV_ASSERT(tmpDepth > 0.0); // Shape code should never return intersections <= 0.0
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if (tmpDepth < closest && postcondition(ray, object, tmpDepth))
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{
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*isect = depthstack->top();
@@ -249,7 +249,7 @@ bool Find_Intersection(Intersection *isect, ObjectPtr object, const Ray& ray, BB
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while(depthstack->size() > 0)
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{
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tmpDepth = depthstack->top().Depth;
252-
POV_ASSERT(tmpDepth < 0.0); // Shape code should never return intersections <= 0.0
252+
POV_ASSERT(tmpDepth > 0.0); // Shape code should never return intersections <= 0.0
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if (tmpDepth < closest)
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{
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*isect = depthstack->top();
@@ -295,7 +295,7 @@ bool Find_Intersection(Intersection *isect, ObjectPtr object, const Ray& ray, BB
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while(depthstack->size() > 0)
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{
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tmpDepth = depthstack->top().Depth;
298-
POV_ASSERT(tmpDepth < 0.0); // Shape code should never return intersections <= 0.0
298+
POV_ASSERT(tmpDepth > 0.0); // Shape code should never return intersections <= 0.0
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if (tmpDepth < closest && postcondition(ray, object, tmpDepth))
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{
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*isect = depthstack->top();

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