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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/makesdna/DNA_texture_types.h
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/makesdna/DNA_texture_types.h')
-rw-r--r--source/blender/makesdna/DNA_texture_types.h4
1 files changed, 3 insertions, 1 deletions
diff --git a/source/blender/makesdna/DNA_texture_types.h b/source/blender/makesdna/DNA_texture_types.h
index 32559fe7d80..7872e384079 100644
--- a/source/blender/makesdna/DNA_texture_types.h
+++ b/source/blender/makesdna/DNA_texture_types.h
@@ -113,8 +113,10 @@ typedef struct EnvMap {
short type, stype;
float clipsta, clipend;
unsigned int notlay;
- int cuberes;
+ short cuberes, depth;
short ok, lastframe;
+ short recalc, lastsize;
+ int pad1;
} EnvMap;
typedef struct Tex {