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authorTon Roosendaal <ton@blender.org>2004-12-09 15:06:37 +0300
committerTon Roosendaal <ton@blender.org>2004-12-09 15:06:37 +0300
commiteae5d39899652f86e2b9288a69395dfcec27c8b1 (patch)
treeda6abd753a17a2df9e3bbf6669fc00eff6c17cae /source/blender/imbuf/intern/IMB_iris.h
parentd8797f36f7c43959fed5ec3deb31fff12a0b161b (diff)
Bug fix #1988, ray-transparency render.
Five fixes in this commit... - the normals for nurbs surfaces still were calculated pointing wrong in some occasions - recoded ray-transp rendering to accept normals pointing any direction; it just counts how many times it passes a "glass" layer, and flips normals appropriate then. This means rendering will go fine on models without manually setting the normals. You can also move a camera inside a 'glass' object. - rendering of the inside part of glass now uses correct normal too... specularity happen on a solid glass inside now. - And an inside reflected mirror ray will keep bouncing inside glass Related to rendering localview: old convention to render localview, but with the lamps in the normal layers, has been restored. Please note; render happens based on active window. You *only* get a localview or 'unlocked layer' render when that 3d window is active = mouse in window.
Diffstat (limited to 'source/blender/imbuf/intern/IMB_iris.h')
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