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authorTon Roosendaal <ton@blender.org>2006-11-29 20:01:09 +0300
committerTon Roosendaal <ton@blender.org>2006-11-29 20:01:09 +0300
commit6543d3e220a8e481eebe73f67dccaf9e752cef22 (patch)
tree8596ec3249e102cf2a73d23216d06cfd46a70b46 /source/blender/render/intern/include/rendercore.h
parent35f3682f7c1a1f336144a643b1a2c0fec5dfe105 (diff)
Render Monster support: (part 1)
Removed all limitations from render code for maximum threads. The only define for this now is in BLI_threads.h, and currently set to 8. Note that each thread renders an entire tile, and also allocates the buffers for the tiles, so; more threads might work better with smaller tiles. IMPORTANT: node system won't work yet with more than 2 threads! So, don't try material nodes or compositing with over 2 threads. That I'll commit later today. What does work (should work :) is AO and soft shadow now.
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 dacb9e0b5f9..e70913fbbde 100644
--- a/source/blender/render/intern/include/rendercore.h
+++ b/source/blender/render/intern/include/rendercore.h
@@ -46,6 +46,7 @@
struct HaloRen;
struct ShadeInput;
struct ShadeResult;
+struct World;
/* ------------------------------------------------------------------------- */
@@ -109,7 +110,7 @@ extern void ray_shadow(ShadeInput *, LampRen *, float *);
extern void ray_trace(ShadeInput *, ShadeResult *);
extern void ray_ao(ShadeInput *, float *);
extern void init_jitter_plane(LampRen *lar);
-extern void init_ao_sphere(float *sphere, int tot, int iter);
+extern void init_ao_sphere(struct World *wrld);
#endif /* RENDER_EXT_H */