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authorTon Roosendaal <ton@blender.org>2005-01-07 17:11:00 +0300
committerTon Roosendaal <ton@blender.org>2005-01-07 17:11:00 +0300
commit326c0a08a44f2922cf297090bf99a1ba5756eba5 (patch)
tree6979f04fb6f0478670b69cd75240743db5f016ad /source/blender/render/intern/include/pixelshading.h
parentaa3656dc452f5c3395ba507347d63613e221668f (diff)
Another round of cleanups for render code;
- removed ugly pointerhack from OSA render (negative indices denoted pointers). this should solve memory errors when using >1.5 gig mem - cleaned up usage of zbuffer values. These are signed in Blender, and treated as unsigned all over, giving confusing code - fixed incorrect gamma-adding for halos (caused in after xmas commit) And bugfix #2101; wire render didn't give correct rendering for mist. This caused by fact wires are 2D pixel lines, and not correctly filled in faces. Retrieving the 3d coordinate while render cannot use a face- equation then. Solved by retrieving 3D coordinate based on zbuffer value. Still todo here: calculating correct texture coordinates for wire-edges that are no faces.
Diffstat (limited to 'source/blender/render/intern/include/pixelshading.h')
-rw-r--r--source/blender/render/intern/include/pixelshading.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/render/intern/include/pixelshading.h b/source/blender/render/intern/include/pixelshading.h
index 2f888cf05cf..8a1b6b7007c 100644
--- a/source/blender/render/intern/include/pixelshading.h
+++ b/source/blender/render/intern/include/pixelshading.h
@@ -59,7 +59,7 @@ void *renderHaloPixel(RE_COLBUFTYPE *collector, float x, float y, int haloNr) ;
void setSkyBlendingMode(enum RE_SkyAlphaBlendingType mode);
void shadeHaloFloat(HaloRen *har,
- float *col, unsigned int zz,
+ float *col, int zz,
float dist, float xn,
float yn, short flarec);