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authorTon Roosendaal <ton@blender.org>2006-02-01 00:49:05 +0300
committerTon Roosendaal <ton@blender.org>2006-02-01 00:49:05 +0300
commit5e3170fafd0a64d562c5c9e94af42136e8e98af6 (patch)
treeec721bb3fbeeb9c30dd377b8098f744146ddc18c /source/blender/render/intern/include/rendercore.h
parent397ee6768dca9e4696c608c7731f050ce4440802 (diff)
Three features;
- Live scanline updates while rendering Using a timer system, each second now the tiles that are being processed are checked if they could use display. To make this work pretty, I had to use the threaded 'tile processor' for a single thread too, but that's now proven to be stable. Also note that these updates draw per layer, including ztransp progress separately from solid render. - Recode of ztransp OSA Until now (since blender 1.0) the ztransp part was fully rendered and added on top of the solid part with alpha-over. This adding was done before the solid part applied sub-pixel sample filtering, causing the ztransp layer to be always too blurry. Now the ztransp layer uses same sub=pixel filter, resulting in the same AA level (and filter results) as the solid part. Quite noticable with hair renders. - Vector buffer support & preliminary vector-blur Node Using the "Render Layer" panel "Vector" pass button, the motion vectors per pixel are calculated and stored. Accessible via the Compositor. The vector-blur node is horrible btw! It just uses the length of the vector to apply a filter like with current (z)blur. I'm committing it anyway, I'll experiment with it further, and who knows some surprise code shows up!
Diffstat (limited to 'source/blender/render/intern/include/rendercore.h')
-rw-r--r--source/blender/render/intern/include/rendercore.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/render/intern/include/rendercore.h b/source/blender/render/intern/include/rendercore.h
index cfdf34c205b..793480458c6 100644
--- a/source/blender/render/intern/include/rendercore.h
+++ b/source/blender/render/intern/include/rendercore.h
@@ -45,6 +45,7 @@
struct HaloRen;
struct ShadeInput;
+struct ShadeResult;
/* ------------------------------------------------------------------------- */
@@ -84,7 +85,7 @@ 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, float *col, float *rco);
+void *shadepixel(RenderPart *pa, float x, float y, int z, int facenr, int mask, struct ShadeResult *shr, float *rco);
int count_mask(unsigned short mask);