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authorSergey Sharybin <sergey.vfx@gmail.com>2012-03-24 02:12:24 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2014-04-17 17:11:34 +0400
commit02e5bdf864bdf001af5ef751f296e90c02edad5b (patch)
tree98aef831e7ef5e854c5542219e74d0be4bdf13d2 /source/blender/editors/space_view3d/view3d_intern.h
parente0e05ae85eee83dfc5c07f3dba0664a3ade62d7a (diff)
Initial implementation of overscan renderingoverscan
For now only affects blender internal renderer and viewport. Currently it's possible to define overscan (in %%) manually or make it so distortion matches the motrack displacement model. Still need to do loads of things in compositor, but it's not such a bad starting point. We can even start a branch for this. Reviewers: dfelinto Differential Revision: https://developer.blender.org/D462
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_intern.h')
-rw-r--r--source/blender/editors/space_view3d/view3d_intern.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/space_view3d/view3d_intern.h b/source/blender/editors/space_view3d/view3d_intern.h
index 3e7c97abaa9..0a9e0ab85aa 100644
--- a/source/blender/editors/space_view3d/view3d_intern.h
+++ b/source/blender/editors/space_view3d/view3d_intern.h
@@ -208,7 +208,7 @@ void ED_view3d_smooth_view(struct bContext *C, struct View3D *v3d, struct ARegio
float *ofs, float *quat, float *dist, float *lens,
const int smooth_viewtx);
-void setwinmatrixview3d(ARegion *ar, View3D *v3d, rctf *rect);
+void setwinmatrixview3d(ARegion *ar, View3D *v3d, rctf *rect, float overscan);
void setviewmatrixview3d(Scene *scene, View3D *v3d, RegionView3D *rv3d);
void fly_modal_keymap(struct wmKeyConfig *keyconf);