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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/intern/subsurf_ccg.c
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/intern/subsurf_ccg.c')
-rw-r--r--source/blender/blenkernel/intern/subsurf_ccg.c15
1 files changed, 12 insertions, 3 deletions
diff --git a/source/blender/blenkernel/intern/subsurf_ccg.c b/source/blender/blenkernel/intern/subsurf_ccg.c
index 0b1563beced..9c9c4a884f4 100644
--- a/source/blender/blenkernel/intern/subsurf_ccg.c
+++ b/source/blender/blenkernel/intern/subsurf_ccg.c
@@ -42,16 +42,18 @@
#include "DNA_meshdata_types.h"
#include "DNA_modifier_types.h"
#include "DNA_object_types.h"
+#include "DNA_scene_types.h"
#include "BKE_bad_level_calls.h"
#include "BKE_cdderivedmesh.h"
#include "BKE_customdata.h"
+#include "BKE_DerivedMesh.h"
+#include "BKE_displist.h"
#include "BKE_utildefines.h"
#include "BKE_global.h"
#include "BKE_mesh.h"
+#include "BKE_scene.h"
#include "BKE_subsurf.h"
-#include "BKE_displist.h"
-#include "BKE_DerivedMesh.h"
#include "BLI_blenlib.h"
#include "BLI_editVert.h"
@@ -2421,7 +2423,14 @@ struct DerivedMesh *subsurf_make_derived_from_derived(
useSubsurfUv, dm);
} else if(useRenderParams) {
/* Do not use cache in render mode. */
- CCGSubSurf *ss = _getSubSurf(NULL, smd->renderLevels, 0, 1, useSimple);
+ CCGSubSurf *ss;
+ int levels;
+
+ levels= get_render_subsurf_level(&G.scene->r, smd->renderLevels);
+ if(levels == 0)
+ return dm;
+
+ ss = _getSubSurf(NULL, levels, 0, 1, useSimple);
ss_sync_from_derivedmesh(ss, dm, vertCos, useSimple);