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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2013-08-31 03:49:38 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2013-08-31 03:49:38 +0400
commit29f6616d609fbd92cf313b0fdec555c2fcb4ede0 (patch)
treee0c9500368c5210071cb841ea86f5674b0cf6f25 /intern/cycles/device/device_task.cpp
parent60ff60dcdc9f43891fb8a19e10f9bb7964a539bf (diff)
Cycles: viewport render now takes scene color management settings into account,
except for curves, that's still missing from the OpenColorIO GLSL shader. The pixels are stored in a half float texture, converterd from full float with native GPU instructions and SIMD on the CPU, so it should be pretty quick. Using a GLSL shader is useful for GPU render because it avoids a copy through CPU memory.
Diffstat (limited to 'intern/cycles/device/device_task.cpp')
-rw-r--r--intern/cycles/device/device_task.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/device/device_task.cpp b/intern/cycles/device/device_task.cpp
index 8c1e2920635..7d0eeab780d 100644
--- a/intern/cycles/device/device_task.cpp
+++ b/intern/cycles/device/device_task.cpp
@@ -27,7 +27,7 @@ CCL_NAMESPACE_BEGIN
/* Device Task */
DeviceTask::DeviceTask(Type type_)
-: type(type_), x(0), y(0), w(0), h(0), rgba(0), buffer(0),
+: type(type_), x(0), y(0), w(0), h(0), rgba_byte(0), rgba_half(0), buffer(0),
sample(0), num_samples(1),
shader_input(0), shader_output(0),
shader_eval_type(0), shader_x(0), shader_w(0)