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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2014-03-29 16:03:46 +0400
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2014-03-29 16:03:46 +0400
commit99f59930885ed69890967f8864a3aa0626249d86 (patch)
treeb6f8dcc40c294077d585639e701f7fdf9b6c0dcb /intern/cycles/render/object.h
parent934767cf7f51ae82224138de2ffcafe7bae2b8fa (diff)
Cycles code refactor: improve vertex motion attribute storage and export.
This now supports multiple steps and subframe sampling of motion. There is one difference for object and camera transform motion blur. It still only supports two steps there, but the transforms are now sampled at subframe times instead of the previous and next frame and then interpolated/extrapolated. This will give different render results in some cases but it's more accurate. Part of the code is from the summer of code project by Gavin Howard, but it has been significantly rewritten and extended.
Diffstat (limited to 'intern/cycles/render/object.h')
-rw-r--r--intern/cycles/render/object.h6
1 files changed, 4 insertions, 2 deletions
diff --git a/intern/cycles/render/object.h b/intern/cycles/render/object.h
index 31400f3c7f1..f3a019f4d73 100644
--- a/intern/cycles/render/object.h
+++ b/intern/cycles/render/object.h
@@ -53,14 +53,16 @@ public:
ParticleSystem *particle_system;
int particle_index;
-
+
Object();
~Object();
void tag_update(Scene *scene);
- void compute_bounds(bool motion_blur, float shuttertime);
+ void compute_bounds(bool motion_blur);
void apply_transform();
+
+ vector<float> motion_times();
};
/* Object Manager */