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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2014-04-04 00:04:39 +0400
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2014-04-04 00:13:05 +0400
commitbd03e4cfe8f1d8e4d706e126f59e6b8ddf3688c5 (patch)
tree20c6ec373567a0c98497e486f1a8f87b2b06cf75 /intern/cycles/render/graph.h
parentab32a1807dd153723d26a7d53895ed071233dafc (diff)
Cycles volume: detect homogeneous volume automatically in common cases.
In practice this means that if you don't connect a texture to your volume nodes it will figure that out and render the node faster, rather than you having to specify it manually. Main weakness is custom OSL nodes where we have to assume it is heterogeneous because we don't know what kind of data the node accesses.
Diffstat (limited to 'intern/cycles/render/graph.h')
-rw-r--r--intern/cycles/render/graph.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/intern/cycles/render/graph.h b/intern/cycles/render/graph.h
index f31e2103229..263ce59156a 100644
--- a/intern/cycles/render/graph.h
+++ b/intern/cycles/render/graph.h
@@ -193,6 +193,7 @@ public:
virtual bool has_surface_bssrdf() { return false; }
virtual bool has_converter_blackbody() { return false; }
virtual bool has_bssrdf_bump() { return false; }
+ virtual bool has_spatial_varying() { return false; }
vector<ShaderInput*> inputs;
vector<ShaderOutput*> outputs;