diff options
author | Ton Roosendaal <ton@blender.org> | 2003-12-10 23:41:53 +0300 |
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committer | Ton Roosendaal <ton@blender.org> | 2003-12-10 23:41:53 +0300 |
commit | a18cc02374e8993824cfeb12b9e67b5b067317d9 (patch) | |
tree | 92b674659affe20fcdbf521ddc1a7269d4cc696b /source/blender/render/intern/include/rendercore.h | |
parent | cad30134cb9093650488a37803361fcbf1f1db2f (diff) |
- Xmas special: shiny mirroring bells & whistles!
This is a revision of the old NeoGeo raytracer, dusted off, improved quite
a lot, and nicely integrated in the rest of rendering pipeline.
Enable it with F10-"Ray", and set either a 'ray-shadow' lamp or give the
Material a "RayMirror" value.
It has been added for 2 reasons:
- get feedback on validity... I need artists to play around with it if it's
actually useful. It still *is* raytracing, meaning complex scenes will
easily become slow.
- for educational purposes. All raytracing happens in ray.c, which can be
quite easily adjusted for other effects.
When too many disasters pop up with this, I'll make it a compile #ifdef.
But so far, it seems to do a decent job.
Demo files: http://www.blender.org/docs/ray_test.tgz
An article (tech) about how it works, and about the new octree invention
will be posted soon. :)
Note: it doesn't work with unified render yet.
Diffstat (limited to 'source/blender/render/intern/include/rendercore.h')
-rw-r--r-- | source/blender/render/intern/include/rendercore.h | 3 |
1 files changed, 1 insertions, 2 deletions
diff --git a/source/blender/render/intern/include/rendercore.h b/source/blender/render/intern/include/rendercore.h index d1ab24550ab..0be15d90776 100644 --- a/source/blender/render/intern/include/rendercore.h +++ b/source/blender/render/intern/include/rendercore.h @@ -45,7 +45,6 @@ unsigned int calchalo_z(struct HaloRen *har, unsigned int zz); float spec(float inp, int hard); -void shade_lamp_loop(void); void add_halo_flare(void); /** @@ -85,7 +84,7 @@ void zbufshadeDA(void); /* Delta Accum Pixel Struct */ /** * Also called in: zbuf.c */ -void shadepixel(float x, float y, int vlaknr); +void shadepixel(float x, float y, int vlaknr, int mask); /** * Shade the pixel at xn, yn for halo har, and write the result to col. |