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authorTon Roosendaal <ton@blender.org>2008-01-24 18:03:34 +0300
committerTon Roosendaal <ton@blender.org>2008-01-24 18:03:34 +0300
commit5219b56e920bb6e133bcbca04a70a78d714b9b76 (patch)
tree1da9345eb24661310713f4d0666d2795054b866d /source/blender/makesdna
parentfcff2e0c5f6b824ded71a4ee0a92e38dc06a3a6f (diff)
Phase one of better masking support while rendering.
Problem: artist wants character to walk in grass, but still have all rendered in seperate render-layers, for postpro effects and vblur. How to efficiently create a mask image you can put *over* the character for the grass? Solution has two parts; this commits allows any layer inside of the renderlayers to become a Z-mask (Z values for solid gets filled in, but not rendered). Second part of commit is render option "Only render stuff that's in front of a zbuffer value that was filled in (saves render time)
Diffstat (limited to 'source/blender/makesdna')
-rw-r--r--source/blender/makesdna/DNA_scene_types.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/source/blender/makesdna/DNA_scene_types.h b/source/blender/makesdna/DNA_scene_types.h
index b342bc5afe8..58c15ade575 100644
--- a/source/blender/makesdna/DNA_scene_types.h
+++ b/source/blender/makesdna/DNA_scene_types.h
@@ -120,7 +120,11 @@ typedef struct SceneRenderLayer {
struct Group *light_override;
unsigned int lay; /* scene->lay itself has priority over this */
+ unsigned int lay_zmask; /* has to be after lay, this is for Z-masking */
int layflag;
+
+ int pad;
+
int passflag; /* pass_xor has to be after passflag */
int pass_xor;
} SceneRenderLayer;