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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2009-11-30 21:42:13 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2009-11-30 21:42:13 +0300
commitafe475b55b24ffdac9b9401bc81e5522ab901c4c (patch)
tree7b95addeb347a8b17449096dbd4315eaa58d5d1a /source/blender/render/intern/include/render_types.h
parent4a4fff5b213bbd32d5c43d9e0a664b428cd16389 (diff)
Approximate AO: Diffuse Bounce Hack
This brings back the single bounce indirect diffuse lighting for AAO, it's not integrated well but that will be tackled later as part of shading system refactor and subdivision changes. The caveats are the same as AAO, with one extra thing, the diffuse lighting is sampled once per face, so it will not be accurate unless faces are subdivided. I'm committing this now so we can start testing it for Durian, and since changes need to make it work properly are planned.
Diffstat (limited to 'source/blender/render/intern/include/render_types.h')
-rw-r--r--source/blender/render/intern/include/render_types.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/render/intern/include/render_types.h b/source/blender/render/intern/include/render_types.h
index 48bf34d0696..d41851db5ff 100644
--- a/source/blender/render/intern/include/render_types.h
+++ b/source/blender/render/intern/include/render_types.h
@@ -398,7 +398,8 @@ typedef struct StrandSurface {
int (*face)[4];
float (*co)[3];
/* for occlusion caching */
- float (*col)[3];
+ float (*ao)[3];
+ float (*indirect)[3];
/* for speedvectors */
float (*prevco)[3], (*nextco)[3];
int totvert, totface;