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authorTon Roosendaal <ton@blender.org>2004-01-04 16:27:18 +0300
committerTon Roosendaal <ton@blender.org>2004-01-04 16:27:18 +0300
commit03fe244b589f6ffc5f37080f11aa9b109b7e19e6 (patch)
tree35321ec0362771756189ac960b619338b658e67f /source/blender/render/intern/include/rendercore.h
parentbf541a5f63df80524b085028642988750f54ab52 (diff)
- changed calculus for area light to use double precision. Using float
already gave noise with area size of 0.1. Limited buttons to minimum value of 0.01 for area light. For people who want smaller they can scale it down in 3d, effectively reducing the energy then as well.
Diffstat (limited to 'source/blender/render/intern/include/rendercore.h')
-rw-r--r--source/blender/render/intern/include/rendercore.h9
1 files changed, 9 insertions, 0 deletions
diff --git a/source/blender/render/intern/include/rendercore.h b/source/blender/render/intern/include/rendercore.h
index c8ad75a4f00..8757d99b3ec 100644
--- a/source/blender/render/intern/include/rendercore.h
+++ b/source/blender/render/intern/include/rendercore.h
@@ -34,8 +34,17 @@
#ifndef RENDERCORE_H
#define RENDERCORE_H
+
#include "render_types.h"
+
+/* vector defines */
+
+#define VECADD(dest, v1, v2) dest[0]= v1[0]+v2[0];dest[1]= v1[1]+v2[1];dest[2]= v1[2]+v2[2]
+#define VECSUB(dest, v1, v2) dest[0]= v1[0]-v2[0];dest[1]= v1[1]-v2[1];dest[2]= v1[2]-v2[2]
+#define CROSS(dest, a, b) dest[0]= a[1] * b[2] - a[2] * b[1]; dest[1]= a[2] * b[0] - a[0] * b[2]; dest[2]= a[0] * b[1] - a[1] * b[0]
+#define VECMUL(dest, f) dest[0]*= f; dest[1]*= f; dest[2]*= f
+
struct HaloRen;
struct ShadeInput;