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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-01-17 22:27:16 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-01-17 22:27:16 +0300
commit8cdfe865ecd79383399296a29b57b10d30ea9173 (patch)
tree2c27e5438e7427ac32219ac6b9eacb5cc1ca3815 /source/blender/render/intern/include/shading.h
parent9af3b8a07e5ec51cc7838f8cbcd130262e2e095e (diff)
Approximate Ambient Occlusion
============================= A new approximate ambient occlusion method has been added, next to the existing one based on raytracing. This method is specifically targetted at use in animations, since it is inherently noise free, and so will not flicker across frames. http://www.blender.org/development/current-projects/changes-since-244/approximate-ambient-occlusion/ http://peach.blender.org/index.php/approximate-ambient-occlusion/ Further improvements are still needed, but it can be tested already. There are still a number of known issues: - Bias errors on backfaces. - For performance, instanced object do not occlude currently. - Sky textures don't work well, the derivatives for texture evaluation are not correct. - Multiple passes do not work entirely correct (they are not accurate to begin with, but could be better).
Diffstat (limited to 'source/blender/render/intern/include/shading.h')
-rw-r--r--source/blender/render/intern/include/shading.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/render/intern/include/shading.h b/source/blender/render/intern/include/shading.h
index 6ca63a2976d..e3ffe5ef28f 100644
--- a/source/blender/render/intern/include/shading.h
+++ b/source/blender/render/intern/include/shading.h
@@ -69,6 +69,7 @@ void shade_input_initialize(struct ShadeInput *shi, struct RenderPart *pa, struc
void shade_sample_initialize(struct ShadeSample *ssamp, struct RenderPart *pa, struct RenderLayer *rl);
void shade_samples_do_AO(struct ShadeSample *ssamp);
+void shade_samples_fill_with_ps(struct ShadeSample *ssamp, struct PixStr *ps, int x, int y);
int shade_samples(struct ShadeSample *ssamp, struct PixStr *ps, int x, int y);
void vlr_set_uv_indices(struct VlakRen *vlr, int *i1, int *i2, int *i3);