diff options
author | Miika Hamalainen <blender@miikah.org> | 2011-09-05 20:04:15 +0400 |
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committer | Miika Hamalainen <blender@miikah.org> | 2011-09-05 20:04:15 +0400 |
commit | 79ef35889f850aa7173800bcf67918c14f3b1291 (patch) | |
tree | 198618ec4a98e50a1123ea94c093788413ca18dc /source/blender/render/intern/include/texture.h | |
parent | 39b66f9ad4239865f25853eea3cbf48e4853a266 (diff) |
Dynamic Paint:
* Added "Initial Color" setting for surfaces. You can for example set color from UV mapped texture or from vertex colors.
* Added clamping option for "wave" brushes.
* Merged smudge and drip adjacency search code. This fixes some issues with drip effect and makes code easier to maintain.
* Some adjustments to the bounding box generation code.
* OpenMP is now completely disabled if no compile flag is set.
* Wetness values are now properly clamped on vertex surfaces. No more black dots on >1.0 wetness.
* Textured brushes now use same function calls as internal renderer, instead of modified duplicates.
* Moved operator code to editors/physics/.
* Re-enabled some particle brush optimizations.
* Fixed sometimes incorrect volume brush influence.
* Fixed possible crash when using a brush that uses "Voxel Data" texture simultaneously with material preview or render.
* Fixed texture mapping issues for "Object Center" brush.
* Fixed possible crash/corruption when duplicating brush object that uses color ramps.
* Other tweaking and code cleanup.
Diffstat (limited to 'source/blender/render/intern/include/texture.h')
-rw-r--r-- | source/blender/render/intern/include/texture.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/render/intern/include/texture.h b/source/blender/render/intern/include/texture.h index a63c4f7f253..1da144a099f 100644 --- a/source/blender/render/intern/include/texture.h +++ b/source/blender/render/intern/include/texture.h @@ -68,7 +68,7 @@ void do_halo_tex(struct HaloRen *har, float xn, float yn, float *colf); void do_sky_tex(float *rco, float *lo, float *dxyview, float *hor, float *zen, float *blend, int skyflag, short thread); void do_material_tex(struct ShadeInput *shi); void do_lamp_tex(LampRen *la, float *lavec, struct ShadeInput *shi, float *colf, int effect); -void do_volume_tex(struct ShadeInput *shi, float *xyz, int mapto_flag, float *col, float *val); +void do_volume_tex(struct ShadeInput *shi, float *xyz, int mapto_flag, float *col, float *val, struct Render *re); void init_render_textures(Render *re); void end_render_textures(Render *re); |