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authorTon Roosendaal <ton@blender.org>2004-11-27 20:33:40 +0300
committerTon Roosendaal <ton@blender.org>2004-11-27 20:33:40 +0300
commit5bdbf9d700f15d76e0e25db2e791383f2a661f9b (patch)
tree1e4ce72471bf63f8dc7b5d2b4b396d0daad9dfca /source/blender/render/extern
parent230784b824c411b8b7f34fbc422ab3849b40fa14 (diff)
- Bug fix, reported by Stefano;
- Ztransp material didn't raytrace at all (now just traces it entirely, remember too set the transp depth for it) - tramsparent material reflected wrong in mirror material, due to specular being added without alpha. - Cleaned up some code to improve raytrace speed some. The old conventions from before the AA recode were still there, this allowed coherence for octree traversal. Current AA doesn't allow this anymore. Added is improved check for 'first hit' on shadow render, per lamp this now is stored All in all, render with ray trace improved about 10-15%.
Diffstat (limited to 'source/blender/render/extern')
-rw-r--r--source/blender/render/extern/include/render_types.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/source/blender/render/extern/include/render_types.h b/source/blender/render/extern/include/render_types.h
index 31acc1acd24..332171e4643 100644
--- a/source/blender/render/extern/include/render_types.h
+++ b/source/blender/render/extern/include/render_types.h
@@ -62,6 +62,7 @@ typedef struct ShadeInput
float xs, ys; /* pixel to be rendered */
short osatex;
int mask;
+ int depth;
} ShadeInput;
@@ -270,6 +271,9 @@ typedef struct LampRen
short YF_phdepth, YF_useqmc, YF_bufsize;
float YF_causticblur, YF_ltradius;
+ /* ray optim */
+ VlakRen *vlr_last;
+
struct LampRen *org;
struct MTex *mtex[8];
} LampRen;