diff options
author | Ton Roosendaal <ton@blender.org> | 2006-12-08 12:40:44 +0300 |
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committer | Ton Roosendaal <ton@blender.org> | 2006-12-08 12:40:44 +0300 |
commit | 902a69a7d3fad91d84bc109a6e6e5fd039a79e4b (patch) | |
tree | 113e76f7b85c50a428142086ac82e86eb9e2d9fb /source/blender/makesdna | |
parent | 3da771fefcde9efc3797bb08cd3d90d09dbe1f81 (diff) |
Numerous fixes in Render code:
- Bug: material emit was ignored (showed in preview render backdrop)
- Bug: world exposure was ignored
- Bug: lamp halo was ignoring 'render layer light override'.
Further reshuffled the way shadows are being pre-calculated, this to enable
more advanced (and faster) usage of Material lightgroups. Now shadows are
being cached in lamps, using a per-sample counter to check if a recalc is
needed. Will also work (later) for Raytracing node shaders.
- New: Material LightGroup option "Always", which always shades the lights
in the group, independent of visibility layer. (so it allows to move such
lights to hidden layer, not influencing anything).
Diffstat (limited to 'source/blender/makesdna')
-rw-r--r-- | source/blender/makesdna/DNA_material_types.h | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/makesdna/DNA_material_types.h b/source/blender/makesdna/DNA_material_types.h index b624f3b769e..7b948b93b10 100644 --- a/source/blender/makesdna/DNA_material_types.h +++ b/source/blender/makesdna/DNA_material_types.h @@ -172,8 +172,9 @@ typedef struct Material { #define MA_TANGENT_V 0x4000000 /* qdn: a bit clumsy this, tangents needed for normal maps separated from shading */ #define MA_NORMAP_TANG 0x8000000 +#define MA_GROUP_NOLAY 0x10000000 -#define MA_MODE_MASK 0xbffffff /* all valid mode bits */ +#define MA_MODE_MASK 0x1fffffff /* all valid mode bits */ /* diff_shader */ #define MA_DIFF_LAMBERT 0 |