diff options
author | Ton Roosendaal <ton@blender.org> | 2004-04-27 01:38:36 +0400 |
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committer | Ton Roosendaal <ton@blender.org> | 2004-04-27 01:38:36 +0400 |
commit | 4ff3a1ec106ec7a46c6d577c885b8001af29ed49 (patch) | |
tree | 31084a1853606451e3edc3fdb1fc2df226a89054 /source/blender/render/intern/include/rendercore.h | |
parent | 0e156156b1a420145fcdf7c042ab1abef92e4959 (diff) |
Request from [A]ndy:
When tracing a mirror with AO, the rendering was extremely slow due to
each mirror sample (like 8 per pixel) taking a full range of AO samples.
Now it uses for mirror samples a corrected amount, which makes sure for
a single pixel still a full AO range is used.
Makes mirror+AO render 5-6 times faster, at least.
Diffstat (limited to 'source/blender/render/intern/include/rendercore.h')
-rw-r--r-- | source/blender/render/intern/include/rendercore.h | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/render/intern/include/rendercore.h b/source/blender/render/intern/include/rendercore.h index 2daf4c2c299..19ffd28b610 100644 --- a/source/blender/render/intern/include/rendercore.h +++ b/source/blender/render/intern/include/rendercore.h @@ -65,7 +65,7 @@ void add_halo_flare(void); void shade_input_set_coords(ShadeInput *shi, float u, float v, int i1, int i2, int i3); void shade_color(struct ShadeInput *shi, ShadeResult *shr); -void shade_lamp_loop(struct ShadeInput *shi, ShadeResult *shr, int mask); +void shade_lamp_loop(struct ShadeInput *shi, ShadeResult *shr); float fresnel_fac(float *view, float *vn, float fresnel, float fac); void calc_R_ref(struct ShadeInput *shi); @@ -73,8 +73,8 @@ float spec(float inp, int hard); /* -------- ray.c ------- */ -extern void ray_shadow(ShadeInput *, LampRen *, float *, int); -extern void ray_trace(ShadeInput *, ShadeResult *, int); +extern void ray_shadow(ShadeInput *, LampRen *, float *); +extern void ray_trace(ShadeInput *, ShadeResult *); extern void ray_ao(ShadeInput *, World *, float *); /** |