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authorThomas Dinges <blender@dingto.org>2014-06-13 23:27:21 +0400
committerThomas Dinges <blender@dingto.org>2014-06-13 23:59:13 +0400
commit49df707496e505c8a8b21c1ea36b479e950cc66c (patch)
tree29ad1b81a9cc9cbb020d114772319171500fab61 /intern/cycles/render/scene.h
parentcd5e1ff74e4f6443f3e4b836dd23fe46b56cb7ed (diff)
Cycles: Calculate face normal on the fly.
Instead of pre-calculation and storage, we now calculate the face normal during render. This gives a small slowdown (~1%) but decreases memory usage, which is especially important for GPUs, where you have limited VRAM. Part of my GSoC 2014.
Diffstat (limited to 'intern/cycles/render/scene.h')
-rw-r--r--intern/cycles/render/scene.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/render/scene.h b/intern/cycles/render/scene.h
index d657e48e478..777d26ac79e 100644
--- a/intern/cycles/render/scene.h
+++ b/intern/cycles/render/scene.h
@@ -69,7 +69,7 @@ public:
device_vector<uint> prim_object;
/* mesh */
- device_vector<float4> tri_normal;
+ device_vector<float> tri_shader;
device_vector<float4> tri_vnormal;
device_vector<float4> tri_vindex;
device_vector<float4> tri_verts;