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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-01-29 15:20:42 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-01-29 15:20:42 +0300
commit8e94028ed57861595e959d30476a74c48868a991 (patch)
tree6e773858db822dba27b314f76356650a67418462 /source/blender/render/intern/include/strand.h
parent5bf5b030e5dd87d4ff80fc44a5b5fb242ad385c2 (diff)
Bounding box clipping in the render engine.
Now bounding boxes are computed per object, and checked first before zbuffering objects. For strands, bounding boxes are computed per original face in the mesh. Overall the speed improvement from this is quite small (zbuffering is rarely the bottleneck), but it seems a sensible thing to do anyway.
Diffstat (limited to 'source/blender/render/intern/include/strand.h')
-rw-r--r--source/blender/render/intern/include/strand.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/render/intern/include/strand.h b/source/blender/render/intern/include/strand.h
index f001bc42112..ebe026e3fec 100644
--- a/source/blender/render/intern/include/strand.h
+++ b/source/blender/render/intern/include/strand.h
@@ -93,6 +93,7 @@ typedef struct StrandShadeCache StrandShadeCache;
void strand_eval_point(StrandSegment *sseg, StrandPoint *spoint);
void render_strand_segment(struct Render *re, float winmat[][4], struct StrandPart *spart, struct ZSpan *zspan, int totzspan, StrandSegment *sseg);
+void strand_minmax(struct StrandRen *strand, float *min, float *max);
struct StrandSurface *cache_strand_surface(struct Render *re, struct ObjectRen *obr, struct DerivedMesh *dm, float mat[][4], int timeoffset);
void free_strand_surface(struct Render *re);