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authorMatt Ebb <matt@mke3.net>2010-01-06 03:09:07 +0300
committerMatt Ebb <matt@mke3.net>2010-01-06 03:09:07 +0300
commit06e6011ae97f58b718f7d2ca45fd03814a345078 (patch)
tree6cf1a19fed113d235a5518272f5123a3b4918526 /source/blender/render/extern/include/RE_pipeline.h
parent4b202b562a056351f3d585145d739f738b2a073a (diff)
Restored Compositor 're-render single layer' functionality (buttons on renderlayer comp nodes).
This works with operator properties - if you pass the name of a scene and renderlayer to the screen.render operator, it will render that layer as a single layer re-render.
Diffstat (limited to 'source/blender/render/extern/include/RE_pipeline.h')
-rw-r--r--source/blender/render/extern/include/RE_pipeline.h5
1 files changed, 3 insertions, 2 deletions
diff --git a/source/blender/render/extern/include/RE_pipeline.h b/source/blender/render/extern/include/RE_pipeline.h
index 76e3e002513..a90220b9c1b 100644
--- a/source/blender/render/extern/include/RE_pipeline.h
+++ b/source/blender/render/extern/include/RE_pipeline.h
@@ -46,6 +46,7 @@ struct RenderEngineType;
struct RenderResult;
struct ReportList;
struct Scene;
+struct SceneRenderLayer;
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
/* this include is what is exposed of render to outside world */
@@ -169,7 +170,7 @@ struct RenderLayer *RE_GetRenderLayer(struct RenderResult *rr, const char *name)
float *RE_RenderLayerGetPass(struct RenderLayer *rl, int passtype);
/* obligatory initialize call, disprect is optional */
-void RE_InitState (struct Render *re, struct Render *source, struct RenderData *rd, int winx, int winy, rcti *disprect);
+void RE_InitState (struct Render *re, struct Render *source, struct RenderData *rd, struct SceneRenderLayer *srl, int winx, int winy, rcti *disprect);
/* use this to change disprect of active render */
void RE_SetDispRect (struct Render *re, rcti *disprect);
@@ -200,7 +201,7 @@ void RE_init_threadcount(Render *re);
void RE_TileProcessor(struct Render *re, int firsttile, int threaded);
/* only RE_NewRender() needed, main Blender render calls */
-void RE_BlenderFrame(struct Render *re, struct Scene *scene, int frame);
+void RE_BlenderFrame(struct Render *re, struct Scene *scene, struct SceneRenderLayer *srl, int frame);
void RE_BlenderAnim(struct Render *re, struct Scene *scene, int sfra, int efra, int tfra, struct ReportList *reports);
void RE_ReadRenderResult(struct Scene *scene, struct Scene *scenode);