diff options
author | Ton Roosendaal <ton@blender.org> | 2006-11-19 17:12:56 +0300 |
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committer | Ton Roosendaal <ton@blender.org> | 2006-11-19 17:12:56 +0300 |
commit | c47fa4d0ecefea3f32448cb89610a4cc28aac2bb (patch) | |
tree | ba3f59c3bfd5415de4480138fd383d651a56f13f /source/blender/blenkernel/bad_level_call_stubs/stubs.c | |
parent | 204f6066a9c9355aea28bd3092a74d12a52c7869 (diff) |
Long waited feature: Render Baking
Here's the full release log with example file.
http://www.blender3d.org/cms/Render_Baking.827.0.html
For people who don't read docs; just press ALT+CTRL+B on a Mesh
with texture faces!
Todos:
- maybe some filter options extra?
- Make normal maps in Tangent space
Diffstat (limited to 'source/blender/blenkernel/bad_level_call_stubs/stubs.c')
-rw-r--r-- | source/blender/blenkernel/bad_level_call_stubs/stubs.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/blenkernel/bad_level_call_stubs/stubs.c b/source/blender/blenkernel/bad_level_call_stubs/stubs.c index 18b59a75133..824c1566100 100644 --- a/source/blender/blenkernel/bad_level_call_stubs/stubs.c +++ b/source/blender/blenkernel/bad_level_call_stubs/stubs.c @@ -240,7 +240,7 @@ void RE_FreeRender(Render *re) {} void RE_shade_external(Render *re, ShadeInput *shi, ShadeResult *shr) {} void RE_DataBase_GetView(Render *re, float mat[][4]) {} struct Render *RE_NewRender(const char *name) {return (struct Render *)NULL;} -void RE_Database_Shaded(struct Render *re, struct Scene *scene) {}; +void RE_Database_Baking(struct Render *re, struct Scene *scene, int make_faces) {}; /* node_composite.c */ void RE_zbuf_accumulate_vecblur(struct NodeBlurData *nd, int xsize, int ysize, float *newrect, float *imgrect, float *vecbufrect, float *zbufrect) {} |