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authorTon Roosendaal <ton@blender.org>2006-07-09 15:54:41 +0400
committerTon Roosendaal <ton@blender.org>2006-07-09 15:54:41 +0400
commitcf313f867d3e457ac9da21c001202650d4a8e2ce (patch)
tree982a56d8fe4e2405f8237a42bbed39e2fe6fe189 /source/blender/render/extern/include/RE_shader_ext.h
parent121f13fef7e6e2652555b0fda59da282da37a2ff (diff)
Bugfix #4647
The raytracer wasn't calling node shaders yet, so results showed only shading for the base material. This now works, but there's a conflict in the internal Blender shader that makes recursive raytracing with nodes unpredictable. Basicaly the conflict is that when a ray wants to shade a point, it should be able to check the material for mirror properties, but this is undefined for node trees... Probably we need to separate raytrace entirely from material shading. Is a good topic for NodeShader 2.0, when we really split up materials in shading components. I'll add a note in the release log about this. Best results you get now when you don't include mirror/ray-transp insde a node tree, in that case a regular material mirror can render that material perfectly.
Diffstat (limited to 'source/blender/render/extern/include/RE_shader_ext.h')
-rw-r--r--source/blender/render/extern/include/RE_shader_ext.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/render/extern/include/RE_shader_ext.h b/source/blender/render/extern/include/RE_shader_ext.h
index f9015dc1161..9fdaf8f4e62 100644
--- a/source/blender/render/extern/include/RE_shader_ext.h
+++ b/source/blender/render/extern/include/RE_shader_ext.h
@@ -105,7 +105,7 @@ typedef struct ShadeInput
short thread;
short osatex, puno;
int mask;
- int depth;
+ int depth; /* 1 or larger on raytrace shading */
unsigned int lay;
} ShadeInput;