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authorTon Roosendaal <ton@blender.org>2006-02-03 00:08:39 +0300
committerTon Roosendaal <ton@blender.org>2006-02-03 00:08:39 +0300
commit4249bce1bfbe5ecbd18af8fc5eb211fa97ae9a16 (patch)
tree8996075f8e5a1c33283c937efaf6629143c87b9a /source/blender/render/intern/include/rendercore.h
parent15eebf614f8e7ba8d2632032cfa22453e0ad7def (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.h11
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);