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Set up ray types more or less correctly for testrender
Try to set ray types correctly for rays -- a little naive now, only using "camera", "shadow", and "diffuse" for all rays (leave distinguishing between reflection, refraction, diffuse, glossy for another day, and currently testrender doesn't support subsurface or displacement, but maybe someday). Also, for testshade, improve efficency -- don't decode raytype on every point. For each individual shade, testshade was converting the name of the raytype from a string to a ustring, then decoding to a bitfield. Pull it all out of the loops by computing the bitfield once. Signed-off-by: Larry Gritz <lg@larrygritz.com>
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