diff options
author | Ton Roosendaal <ton@blender.org> | 2006-02-03 00:08:39 +0300 |
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committer | Ton Roosendaal <ton@blender.org> | 2006-02-03 00:08:39 +0300 |
commit | 4249bce1bfbe5ecbd18af8fc5eb211fa97ae9a16 (patch) | |
tree | 8996075f8e5a1c33283c937efaf6629143c87b9a /source/blender/render/intern/include/rendercore.h | |
parent | 15eebf614f8e7ba8d2632032cfa22453e0ad7def (diff) |
Three feats;
- RenderLayers with 'view layers' set, now also take visible lights into
account. Works just like for scene layer settings.
- On ESC from render, compositing (if set) is being skipped too
- While rendering with multiple RenderLayers it will end with a display
of the current RenderLayer (as in Scene buttons)
Diffstat (limited to 'source/blender/render/intern/include/rendercore.h')
-rw-r--r-- | source/blender/render/intern/include/rendercore.h | 11 |
1 files changed, 9 insertions, 2 deletions
diff --git a/source/blender/render/intern/include/rendercore.h b/source/blender/render/intern/include/rendercore.h index 91aeaf788c9..4c28959ceba 100644 --- a/source/blender/render/intern/include/rendercore.h +++ b/source/blender/render/intern/include/rendercore.h @@ -49,6 +49,14 @@ struct ShadeResult; /* ------------------------------------------------------------------------- */ +/* to make passing on variables to shadepixel() easier */ +typedef struct ShadePixelInfo { + int thread; + int passflag; + unsigned int lay; + ShadeResult shr; +} ShadePixelInfo; + typedef struct PixStr { struct PixStr *next; @@ -85,8 +93,7 @@ void shade_material_loop(struct ShadeInput *shi, struct ShadeResult *shr); void zbufshade(void); void zbufshadeDA(void); /* Delta Accum Pixel Struct */ -void *shadepixel(RenderPart *pa, float x, float y, int z, int facenr, int mask, struct ShadeResult *shr, float *rco, int passflag); - +void *shadepixel(ShadePixelInfo *shpi, float x, float y, int z, volatile int facenr, int mask, float *rco); int count_mask(unsigned short mask); void zbufshade_tile(struct RenderPart *pa); |