@@ -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 ;
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- POV_ASSERT (tmpDepth < 0.0 ); // Shape code should never return intersections <= 0.0
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+ 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 ;
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- POV_ASSERT (tmpDepth < 0.0 ); // Shape code should never return intersections <= 0.0
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+ 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 ;
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- POV_ASSERT (tmpDepth < 0.0 ); // Shape code should never return intersections <= 0.0
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+ 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 ;
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- POV_ASSERT (tmpDepth < 0.0 ); // Shape code should never return intersections <= 0.0
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+ 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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