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authorAntony Riakiotakis <kalast@gmail.com>2015-02-17 20:08:28 +0300
committerAntony Riakiotakis <kalast@gmail.com>2015-02-17 20:11:22 +0300
commitff7220349d32e747c7559809d68de7d835c0c1cd (patch)
treec6955f0b86bcf12ab6dc5d87b4a48300375d3da3 /SConstruct
parenta0d7db503d82c1a5b56a5723da90364f11569b37 (diff)
Compositing works with X-Ray.
Basically, before drawing X-Rays, we now bind a second depth buffer. After drawing XRays, we do an extra resolve pass where we overwrite the non-XRay depth buffer in pixels where the depth is not maximum (which means background pixel, since depth is cleared before drawing X-Ray objects). This ensures both scene and X-Rays keep their depth values and are ready for compositing. Well, the odd effect due to depth discontinuities can be expected, and X-Rays are a bit more expensive (extra buffer + resolve pass) but at least X-Rays won't invalidate depth values anymore. Whee!
Diffstat (limited to 'SConstruct')
-rw-r--r--SConstruct1
1 files changed, 1 insertions, 0 deletions
diff --git a/SConstruct b/SConstruct
index 225b532c8a0..29e22cb32a7 100644
--- a/SConstruct
+++ b/SConstruct
@@ -765,6 +765,7 @@ if B.targets != ['cudakernels']:
data_to_c_simple("source/blender/gpu/shaders/gpu_shader_fx_dof_frag.glsl")
data_to_c_simple("source/blender/gpu/shaders/gpu_shader_fx_dof_vert.glsl")
data_to_c_simple("source/blender/gpu/shaders/gpu_shader_fx_lib.glsl")
+ data_to_c_simple("source/blender/gpu/shaders/gpu_shader_fx_depth_resolve.glsl")
data_to_c_simple("source/blender/gpu/shaders/gpu_shader_fx_vert.glsl")
data_to_c_simple("intern/opencolorio/gpu_shader_display_transform.glsl")