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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2012-06-13 15:44:48 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2012-06-13 15:44:48 +0400
commit4ba456d1754c29b488b8304c8546af45078e8536 (patch)
tree49649b7442d58aa835a7428043130f158613521d /intern/cycles/render/scene.cpp
parentdcda234a3d93ed44189fac3716a694f4f75f366e (diff)
Cycles: first step for implementation of non-progressive sampler that handles
direct and indirect lighting differently. Rather than picking one light for each point on the path, it now loops over all lights for direct lighting. For indirect lighting it still picks a random light each time. It gives control over the number of AA samples, and the number of Diffuse, Glossy, Transmission, AO, Mesh Light, Background and Lamp samples for each AA sample. This helps tuning render performance/noise and tends to give less noise for renders dominated by direct lighting. This sampling mode only works on the CPU, and still needs proper tile rendering to show progress (will follow tommorrow or so), because each AA sample can be quite slow now and so the delay between each update wil be too long.
Diffstat (limited to 'intern/cycles/render/scene.cpp')
-rw-r--r--intern/cycles/render/scene.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/render/scene.cpp b/intern/cycles/render/scene.cpp
index a5f90bfe34b..45c8a05c27d 100644
--- a/intern/cycles/render/scene.cpp
+++ b/intern/cycles/render/scene.cpp
@@ -160,7 +160,7 @@ void Scene::device_update(Device *device_, Progress& progress)
if(progress.get_cancel()) return;
progress.set_status("Updating Integrator");
- integrator->device_update(device, &dscene);
+ integrator->device_update(device, &dscene, this);
if(progress.get_cancel()) return;