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authorMatt Ebb <matt@mke3.net>2009-08-23 06:54:30 +0400
committerMatt Ebb <matt@mke3.net>2009-08-23 06:54:30 +0400
commit46aac7b4fc5456daf8faabd7e6f2e65832c96268 (patch)
tree556d6b1af238350da1f2ca237bda09aab045cc7e /source/blender/makesdna
parent8df1d6d13af4509fbf1378e26e400c282c8a0fde (diff)
* Volume rendering - z transparency
This solves one of the last remaining hurdles for volume rendering. Previously it always used ray tracing to shade other objects inside or behind the volume. This meant that said objects would look aliased, unless you used Full OSA on the volume (which is slow!). As well as this, it meant that you didn't get a good alpha channel out of the volume to use for compositing, similar to ray refracting materials. This commit enables z transparency for volume materials. Although it can be potentially less physically correct, in most situations there's no difference, and you get the benefit of nice sampling for other objects and an alpha channel for compositing too.
Diffstat (limited to 'source/blender/makesdna')
-rw-r--r--source/blender/makesdna/DNA_material_types.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/source/blender/makesdna/DNA_material_types.h b/source/blender/makesdna/DNA_material_types.h
index b4fdb07b520..f268c117065 100644
--- a/source/blender/makesdna/DNA_material_types.h
+++ b/source/blender/makesdna/DNA_material_types.h
@@ -377,7 +377,6 @@ typedef struct Material {
#define MA_VOL_SHADED 1
#define MA_VOL_RECVSHADOW 4
#define MA_VOL_PRECACHESHADING 8
-#define MA_VOL_USEALPHA 16
/* vol_shading_type */
#define MA_VOL_SHADE_NONE 0