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authorMatt Ebb <matt@mke3.net>2009-08-13 09:21:25 +0400
committerMatt Ebb <matt@mke3.net>2009-08-13 09:21:25 +0400
commit5a21bc578cc392b9f21ee5355f4062075f45f907 (patch)
tree3e05ca77ef3d1be07b22433275df09cad6f4a405 /source/blender/render/extern/include/RE_shader_ext.h
parent44ca632ce77edbbb0a85f5ca8dde26c68f9efbd1 (diff)
parent7da0d1a71efee9b360eb344e7bfaa9b5f0f4ece5 (diff)
* First commit merging 2.4-based sim_physics in to volume25 branch.
Integration is still very rough around the edges and WIP, but it works, and can render smoke (using new Smoke format in Voxel Data texture) --> http://vimeo.com/6030983 More to come, but this makes things much easier to work on for me :)
Diffstat (limited to 'source/blender/render/extern/include/RE_shader_ext.h')
-rw-r--r--source/blender/render/extern/include/RE_shader_ext.h3
1 files changed, 2 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 0ad48fe97a9..36613588ff3 100644
--- a/source/blender/render/extern/include/RE_shader_ext.h
+++ b/source/blender/render/extern/include/RE_shader_ext.h
@@ -113,7 +113,7 @@ typedef struct ShadeInput
/* internal face coordinates */
float u, v, dx_u, dx_v, dy_u, dy_v;
- float co[3], view[3];
+ float co[3], view[3], camera_co[3];
/* copy from material, keep synced so we can do memcopy */
/* current size: 23*4 */
@@ -161,6 +161,7 @@ typedef struct ShadeInput
int samplenr; /* sample counter, to detect if we should do shadow again */
int depth; /* 1 or larger on raytrace shading */
+ int volume_depth; /* number of intersections through volumes */
/* stored copy of original face normal (facenor)
* before flipping. Used in Front/back output on geometry node */