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author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-09-04 17:29:07 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-09-04 17:29:07 +0400 |
commit | adea12cb01e4c4f18f345dfbbf49e9e622192e4e (patch) | |
tree | b43018344c696e4d59437fabc7f17f5b9d6a8e80 /intern/cycles/blender/blender_shader.cpp | |
parent | 68563134d4800be4eb46aa6b598fd719cdaf2980 (diff) |
Cycles: merge of changes from tomato branch.
Regular rendering now works tiled, and supports save buffers to save memory
during render and cache render results.
Brick texture node by Thomas.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Brick_Texture
Image texture Blended Box Mapping.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Image_Texture
http://mango.blender.org/production/blended_box/
Various bug fixes by Sergey and Campbell.
* Fix for reading freed memory in some node setups.
* Fix incorrect memory read when synchronizing mesh motion.
* Fix crash appearing when direct light usage is different on different layers.
* Fix for vector pass gives wrong result in some circumstances.
* Fix for wrong resolution used for rendering Render Layer node.
* Option to cancel rendering when doing initial synchronization.
* No more texture limit when using CPU render.
* Many fixes for new tiled rendering.
Diffstat (limited to 'intern/cycles/blender/blender_shader.cpp')
-rw-r--r-- | intern/cycles/blender/blender_shader.cpp | 13 |
1 files changed, 13 insertions, 0 deletions
diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp index b82fee5edf0..9758d9bf92a 100644 --- a/intern/cycles/blender/blender_shader.cpp +++ b/intern/cycles/blender/blender_shader.cpp @@ -406,6 +406,8 @@ static ShaderNode *add_node(BL::BlendData b_data, BL::Scene b_scene, ShaderGraph if(b_image) image->filename = image_user_file_path(b_image_node.image_user(), b_image, b_scene.frame_current()); image->color_space = ImageTextureNode::color_space_enum[(int)b_image_node.color_space()]; + image->projection = ImageTextureNode::projection_enum[(int)b_image_node.projection()]; + image->projection_blend = b_image_node.projection_blend(); get_tex_mapping(&image->tex_mapping, b_image_node.texture_mapping()); node = image; break; @@ -461,6 +463,17 @@ static ShaderNode *add_node(BL::BlendData b_data, BL::Scene b_scene, ShaderGraph node = checker; break; } + case BL::ShaderNode::type_TEX_BRICK: { + BL::ShaderNodeTexBrick b_brick_node(b_node); + BrickTextureNode *brick = new BrickTextureNode(); + brick->offset = b_brick_node.offset(); + brick->offset_frequency = b_brick_node.offset_frequency(); + brick->squash = b_brick_node.squash(); + brick->squash_frequency = b_brick_node.squash_frequency(); + get_tex_mapping(&brick->tex_mapping, b_brick_node.texture_mapping()); + node = brick; + break; + } case BL::ShaderNode::type_TEX_NOISE: { BL::ShaderNodeTexNoise b_noise_node(b_node); NoiseTextureNode *noise = new NoiseTextureNode(); |