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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2012-04-30 16:49:26 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2012-04-30 16:49:26 +0400
commit1d8c79818870b92df46c443d7778438aa67d019c (patch)
treeba3fc305671261e40851d8a230a33ebe19396e95 /intern/cycles/subd
parent796dd8a321108df26757fb9df5c2aa6eb42c9633 (diff)
Cycles: support for motion vector and UV passes.
Most of the changes are related to adding support for motion data throughout the code. There's some code for actual camera/object motion blur raytracing but it's unfinished (it badly slows down the raytracing kernel even when the option is turned off), so that code it disabled still. Motion vector export from Blender tries to avoid computing derived meshes when the mesh does not have a deforming modifier, and it also won't store motion vectors for every vertex if only the object or camera is moving.
Diffstat (limited to 'intern/cycles/subd')
-rw-r--r--intern/cycles/subd/subd_dice.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/intern/cycles/subd/subd_dice.cpp b/intern/cycles/subd/subd_dice.cpp
index 6b29d1ca51a..6e24bb410b5 100644
--- a/intern/cycles/subd/subd_dice.cpp
+++ b/intern/cycles/subd/subd_dice.cpp
@@ -39,7 +39,7 @@ EdgeDice::EdgeDice(Mesh *mesh_, int shader_, bool smooth_, float dicing_rate_)
smooth = smooth_;
camera = NULL;
- mesh->attributes.add(Attribute::STD_VERTEX_NORMAL);
+ mesh->attributes.add(ATTR_STD_VERTEX_NORMAL);
}
void EdgeDice::reserve(int num_verts, int num_tris)
@@ -49,7 +49,7 @@ void EdgeDice::reserve(int num_verts, int num_tris)
mesh->reserve(vert_offset + num_verts, tri_offset + num_tris);
- Attribute *attr_vN = mesh->attributes.add(Attribute::STD_VERTEX_NORMAL);
+ Attribute *attr_vN = mesh->attributes.add(ATTR_STD_VERTEX_NORMAL);
mesh_P = &mesh->verts[0];
mesh_N = attr_vN->data_float3();