diff --git a/src/fgt/filter_sdfgpu/filter_sdfgpu.cpp b/src/fgt/filter_sdfgpu/filter_sdfgpu.cpp index 70b04da7f..3dc4051f8 100644 --- a/src/fgt/filter_sdfgpu/filter_sdfgpu.cpp +++ b/src/fgt/filter_sdfgpu/filter_sdfgpu.cpp @@ -198,8 +198,7 @@ bool SdfGpuPlugin::applyFilter(QAction *filter, MeshDocument &md, RichParameterS ++tracedRays; mDepthComplexity = std::max(mDepthComplexity, mTempDepthComplexity); - Log(0, "Mesh temp depth complexity %i \n", mTempDepthComplexity ); - assert(mTempDepthComplexityunbind(); - //cut off useless passes + //Cut off useless passes if(!postRender(i)) return; - - // Log(0,"i %i j %i",i,j); + else + if(i==(peelingIteration-1) && !underestimation) + { + Log(0,"WARNING: You may have underestimated the depth complexity of the mesh. Run the filter with a higher number of peeling iteration."); + underestimation = true; + } + // Log(0,"i %i j %i",i,j); //we use 3 FBOs to avoid z-fighting (Inspired from Woo's shadow mapping method) if(i%2) {