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authorTon Roosendaal <ton@blender.org>2013-04-16 21:39:20 +0400
committerTon Roosendaal <ton@blender.org>2013-04-16 21:39:20 +0400
commitae58968e0a610d1b2551bdb5e4d489a8105fd812 (patch)
tree54036ce7a2ac86bb80542371de6952f1213970f5 /source/blender/blenlib/BLI_math_matrix.h
parent6dcee054bef7846d6a07f20ca2aa32cba94bab60 (diff)
Blender Internal Render in viewport
Because of our release soon, feature has been added behind the Debug Menu. CTRL+ALT+D and set it to -1. Or commandline --debug-value -1. When debug set to -1, you can put the viewport to 'render' mode, just like for Cycles. Notes for testers: (and please no bugs in tracker for this :) - It renders without AA, MBlur, Panorama, Sequence, Composite - Only active render layer gets rendered. Select another layer will re-render. - But yes: it works for FreeStyle renders! - Also does great for local view. - BI is not well suited for incremental renders on view changes. This only works for non-raytrace scenes, or zoom in ortho or camera mode, or for Material changes. In most cases a full re-render is being done. - ESC works to stop the preview render. - Borders render as well. (CTRL+B) - Force a refresh with arrow key left/right. A lot of settings don't trigger re-render yet. Tech notes: - FreeStyle is adding a lot of temp objects/meshes in the Main database. This caused DepsGraph to trigger changes (and redraws). I've prepended the names for these temp objects with char number 27 (ESC), and made these names be ignored for tag update checking. - Fixed some bugs that were noticable with such excessive re-renders, like for opening file window, quit during renders.
Diffstat (limited to 'source/blender/blenlib/BLI_math_matrix.h')
-rw-r--r--source/blender/blenlib/BLI_math_matrix.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/blenlib/BLI_math_matrix.h b/source/blender/blenlib/BLI_math_matrix.h
index 97cd6a60862..9c5d3c5b93c 100644
--- a/source/blender/blenlib/BLI_math_matrix.h
+++ b/source/blender/blenlib/BLI_math_matrix.h
@@ -122,6 +122,8 @@ void mul_v4d_m4v4d(double r[4], float M[4][4], double v[4]);
void transpose_m3(float R[3][3]);
void transpose_m4(float R[4][4]);
+int compare_m4m4(float mat1[4][4], float mat2[4][4], float limit);
+
void normalize_m3(float R[3][3]);
void normalize_m3_m3(float R[3][3], float A[3][3]);
void normalize_m4(float R[4][4]);