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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2013-11-28 04:28:57 +0400
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2013-11-28 05:11:42 +0400
commit44d1c92e60f85fd0d757b9fc503ae32284540814 (patch)
tree7697c22426e858aefa5c26529f63ad47adfc179f /intern/cycles/subd/subd_dice.h
parent731ffd3cd4c1d578fb02d39dc512bace850c2e8b (diff)
Cycles: add ptex face ID and UV attributes.
Not the most memory efficient way to store these things but it's simple and implementing it better requires some work to natively support subd grids as a primitive in some way.
Diffstat (limited to 'intern/cycles/subd/subd_dice.h')
-rw-r--r--intern/cycles/subd/subd_dice.h4
1 files changed, 3 insertions, 1 deletions
diff --git a/intern/cycles/subd/subd_dice.h b/intern/cycles/subd/subd_dice.h
index 037b17bbfc8..9cf5b0d50b8 100644
--- a/intern/cycles/subd/subd_dice.h
+++ b/intern/cycles/subd/subd_dice.h
@@ -35,17 +35,19 @@ struct SubdParams {
Mesh *mesh;
int shader;
bool smooth;
+ bool ptex;
int test_steps;
int split_threshold;
float dicing_rate;
Camera *camera;
- SubdParams(Mesh *mesh_, int shader_, bool smooth_ = true)
+ SubdParams(Mesh *mesh_, int shader_, bool smooth_ = true, bool ptex_ = false)
{
mesh = mesh_;
shader = shader_;
smooth = smooth_;
+ ptex = ptex_;
test_steps = 3;
split_threshold = 1;