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authorTon Roosendaal <ton@blender.org>2004-04-25 00:27:29 +0400
committerTon Roosendaal <ton@blender.org>2004-04-25 00:27:29 +0400
commit5bbd35ff054cf79b29ccdba3a85ff35ea6825611 (patch)
tree6c6190ef892987d02cba867ed826f6578484c8fb /source/blender/render/extern
parent382297b68753b1d17d6e57846206d086fde251b0 (diff)
Turned Sky render code in Blender to become fully float, it still returned
bytes for RGB. This to allow very bright contrasted images to be used for AO as well. As a first start also the Texture->Colors panel now allows contrast setting up to 5.0 (was 2.0).
Diffstat (limited to 'source/blender/render/extern')
-rw-r--r--source/blender/render/extern/include/render.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/render/extern/include/render.h b/source/blender/render/extern/include/render.h
index 7d039349e73..c27e35fd1cf 100644
--- a/source/blender/render/extern/include/render.h
+++ b/source/blender/render/extern/include/render.h
@@ -252,7 +252,8 @@ struct EnvMap *RE_copy_envmap(struct EnvMap *env);
/* patch for the external if, to support the split for the ui */
void RE_addalphaAddfac(char *doel, char *bron, char addfac);
- void RE_sky(float *view, char *col);
+ void RE_sky_char(float *view, char *col);
+ void RE_sky(float *view, float *col);
void RE_renderflare(struct HaloRen *har);
/**
* Shade the pixel at xn, yn for halo har, and write the result to col.