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authorTon Roosendaal <ton@blender.org>2005-12-04 17:32:21 +0300
committerTon Roosendaal <ton@blender.org>2005-12-04 17:32:21 +0300
commitaa939b859904fcfad5c6782e14621da74bbf8118 (patch)
treeccf58f615f767fea93ddcfc01988244efdc0c643 /source/blender/render/intern/include/rendercore.h
parentc2cff1cbcf71634de3aca184c70cc4bd23fe35a8 (diff)
Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!) - New Panel "Layers" in Material buttons, allows to add unlimited amount of materials on top of each other. - Every Layer is actually just another Material, which gets rendered/shaded (including texture), and then added on top of previous layer with an operation like Mix, Add, Mult, etc. - Layers render fully independent, so bumpmaps are not passed on to next layers. - Per Layer you can set if it influences Diffuse, Specular or Alpha - If a Material returns alpha (like from texture), the alpha value is used for adding the layers too. - New texture "Map To" channel allows to have a texture work on a Layer - Each layer, including basis Material, can be turned on/off individually Notes: - at this moment, the full shading pass happens for each layer, including shadow, AO and raytraced mirror or transparency... - I had to remove old hacks from preview render, which corrected reflected normals for preview texturing. - still needs loadsa testing!
Diffstat (limited to 'source/blender/render/intern/include/rendercore.h')
-rw-r--r--source/blender/render/intern/include/rendercore.h8
1 files changed, 0 insertions, 8 deletions
diff --git a/source/blender/render/intern/include/rendercore.h b/source/blender/render/intern/include/rendercore.h
index 0859620982c..8f236c502f4 100644
--- a/source/blender/render/intern/include/rendercore.h
+++ b/source/blender/render/intern/include/rendercore.h
@@ -46,14 +46,6 @@
struct HaloRen;
struct ShadeInput;
-typedef struct ShadeResult
-{
- float diff[3];
- float spec[3];
- float alpha;
-
-} ShadeResult;
-
typedef struct PixStr
{
struct PixStr *next;