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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2011-08-28 17:55:59 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2011-08-28 17:55:59 +0400
commitbae896691aa3d7bb2a75292da3cc490894996b01 (patch)
tree9c3703f11ccdf76c575c2ea18b70dee1ff665913 /intern/cycles/render/buffers.h
parentd48e4fc92be346810baa8cac595ab0a735882a87 (diff)
Cycles:
* Add alpha pass output, to use set Transparent option in Film panel. * Add Holdout closure (OSL terminology), this is like the Sky option in the internal renderer, objects with this closure show the background / zero alpha. * Add option to use Gaussian instead of Box pixel filter in the UI. * Remove camera response curves for now, they don't really belong here in the pipeline, should be moved to compositor. * Output full float values for rendering now, previously was only byte precision. * Add a patch from Thomas to get a preview passes option, but still disabled because it isn't quite working right yet. * CUDA: don't compile shader graph evaluation inline. * Convert tabs to spaces in python files.
Diffstat (limited to 'intern/cycles/render/buffers.h')
-rw-r--r--intern/cycles/render/buffers.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/intern/cycles/render/buffers.h b/intern/cycles/render/buffers.h
index 1922f875d86..e99fedb0dff 100644
--- a/intern/cycles/render/buffers.h
+++ b/intern/cycles/render/buffers.h
@@ -47,6 +47,7 @@ public:
~RenderBuffers();
void reset(Device *device, int width, int height);
+ float4 *copy_from_device(float exposure, int pass);
protected:
void device_free();
@@ -67,6 +68,8 @@ public:
with progressive render we can be using only a subset of the buffer.
if these are zero, it means nothing can be drawn yet */
int draw_width, draw_height;
+ /* draw alpha channel? */
+ bool transparent;
/* byte buffer for tonemapped result */
device_vector<uchar4> rgba;
/* mutex, must be locked manually by callers */
@@ -83,6 +86,7 @@ public:
bool draw_ready();
protected:
+ void draw_transparency_grid();
void device_free();
Device *device;