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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-02-13 14:18:08 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-02-13 14:18:08 +0300
commitb12793fb4ffc539a3b786604865c2d6aaf526453 (patch)
tree8c76f51964109f52694f4ddeec6e4d62a604cdd6 /source/blender/blenkernel/BKE_scene.h
parent31922633670f03ceb2e963984e418fecd1a59d40 (diff)
Render Simplification
This adds a few settings to control global render quality, for faster renders when tweaking lighting etc. The implementation is not so great, and this should really be part of a proper render profile and preset system. So for now it's a hidden Peach feature, enabled by setting rt to 1. Before the next release, I'll either remove or improve it. Settings are: - Maximum subsurf level - Child particles percentage - Maximum shadow map samples - AO and SSS quality factor
Diffstat (limited to 'source/blender/blenkernel/BKE_scene.h')
-rw-r--r--source/blender/blenkernel/BKE_scene.h7
1 files changed, 7 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_scene.h b/source/blender/blenkernel/BKE_scene.h
index 30953835406..66ae5d5e1cd 100644
--- a/source/blender/blenkernel/BKE_scene.h
+++ b/source/blender/blenkernel/BKE_scene.h
@@ -41,6 +41,7 @@ struct Base;
struct AviCodecData;
struct QuicktimeCodecData;
struct SculptData;
+struct RenderData;
/* sequence related defines */
#define WHILE_SEQ(base) { \
@@ -82,5 +83,11 @@ void scene_update_for_newframe(struct Scene *sce, unsigned int lay);
void scene_add_render_layer(struct Scene *sce);
+/* render profile */
+int get_render_subsurf_level(struct RenderData *r, int level);
+int get_render_child_particle_number(struct RenderData *r, int num);
+int get_render_shadow_samples(struct RenderData *r, int samples);
+float get_render_aosss_error(struct RenderData *r, float error);
+
#endif