diff options
author | Ton Roosendaal <ton@blender.org> | 2003-12-10 23:41:53 +0300 |
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committer | Ton Roosendaal <ton@blender.org> | 2003-12-10 23:41:53 +0300 |
commit | a18cc02374e8993824cfeb12b9e67b5b067317d9 (patch) | |
tree | 92b674659affe20fcdbf521ddc1a7269d4cc696b /source/blender/render/extern | |
parent | cad30134cb9093650488a37803361fcbf1f1db2f (diff) |
- Xmas special: shiny mirroring bells & whistles!
This is a revision of the old NeoGeo raytracer, dusted off, improved quite
a lot, and nicely integrated in the rest of rendering pipeline.
Enable it with F10-"Ray", and set either a 'ray-shadow' lamp or give the
Material a "RayMirror" value.
It has been added for 2 reasons:
- get feedback on validity... I need artists to play around with it if it's
actually useful. It still *is* raytracing, meaning complex scenes will
easily become slow.
- for educational purposes. All raytracing happens in ray.c, which can be
quite easily adjusted for other effects.
When too many disasters pop up with this, I'll make it a compile #ifdef.
But so far, it seems to do a decent job.
Demo files: http://www.blender.org/docs/ray_test.tgz
An article (tech) about how it works, and about the new octree invention
will be posted soon. :)
Note: it doesn't work with unified render yet.
Diffstat (limited to 'source/blender/render/extern')
-rw-r--r-- | source/blender/render/extern/include/render_types.h | 4 |
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 9b1f0ac02e6..4ef7162e2e3 100644 --- a/source/blender/render/extern/include/render_types.h +++ b/source/blender/render/extern/include/render_types.h @@ -189,6 +189,7 @@ typedef struct VlakRen char snproj, puno; char flag, ec; unsigned int lay; + unsigned int raycount; RadFace *radface; Object *ob; } VlakRen; @@ -247,6 +248,9 @@ typedef struct LampRen /** A small depth offset to prevent self-shadowing. */ float bias; + float ray_soft; + short ray_samp; + /** If the lamp casts shadows, one of these is filled. For the old * renderer, shb is used, for the new pipeline the shadowBufOb, * which should be a shadowbuffer handle. */ |