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authorTon Roosendaal <ton@blender.org>2004-04-27 01:38:36 +0400
committerTon Roosendaal <ton@blender.org>2004-04-27 01:38:36 +0400
commit4ff3a1ec106ec7a46c6d577c885b8001af29ed49 (patch)
tree31084a1853606451e3edc3fdb1fc2df226a89054 /source/blender/render/intern/include/rendercore.h
parent0e156156b1a420145fcdf7c042ab1abef92e4959 (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.h6
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 *);
/**