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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/mesh.cpp
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/mesh.cpp')
-rw-r--r--intern/cycles/render/mesh.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/render/mesh.cpp b/intern/cycles/render/mesh.cpp
index aae32851131..b9163309652 100644
--- a/intern/cycles/render/mesh.cpp
+++ b/intern/cycles/render/mesh.cpp
@@ -392,7 +392,7 @@ void MeshManager::device_update_attributes(Device *device, DeviceScene *dscene,
progress.set_status("Updating Mesh", "Computing attributes");
/* gather per mesh requested attributes. as meshes may have multiple
- * shaders assigned, this merged the requested attributes that have
+ * shaders assigned, this merges the requested attributes that have
* been set per shader by the shader manager */
vector<AttributeRequestSet> mesh_attributes(scene->meshes.size());