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authorTon Roosendaal <ton@blender.org>2003-09-24 01:05:51 +0400
committerTon Roosendaal <ton@blender.org>2003-09-24 01:05:51 +0400
commitd8955d1b33e8a5bfc17fc4a61721ca144702be81 (patch)
tree1c8ae3856c9eea6f5e1be563632a4788a17d68d1 /source/blender/blenloader
parent63e7c3e07719a25307f738861fc9bc66268d3bd4 (diff)
- Recursive environment map render
Multiple environments now can be rendered in one pass. Previously the other objects with environment maps didn't show up in a reflection. Like this: http://www.blender.org/bf/dep.jpg By default, Blender renders now this result: http://www.blender.org/bf/dep0.jpg For a further 'recursive ray-tracing effect' you can give each EnvMap texture a higher "Depth" value. Here is a result with depth set at '2': http://www.blender.org/bf/dep2.jpg Related new options: - in (F10) DisplayButtons, environment map rendering can be turned on and off. - in EnvMap texture buttons you can free all environment maps - Environment map sizes are also reduced with the (F10) 'percentage' option. Tech note: with this commit the VlakRen struct has on *ob pointer!
Diffstat (limited to 'source/blender/blenloader')
-rw-r--r--source/blender/blenloader/intern/readfile.c1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/blenloader/intern/readfile.c b/source/blender/blenloader/intern/readfile.c
index 1bd41a82428..f33dc498227 100644
--- a/source/blender/blenloader/intern/readfile.c
+++ b/source/blender/blenloader/intern/readfile.c
@@ -3703,6 +3703,7 @@ static void do_versions(Main *main)
for (sce= main->scene.first; sce; sce= sce->id.next) {
sce->audio.mixrate = 44100;
sce->audio.flag |= AUDIO_SCRUB;
+ sce->r.mode |= R_ENVMAP;
}
// init new shader vars
for (ma= main->mat.first; ma; ma= ma->id.next) {