diff options
author | Ton Roosendaal <ton@blender.org> | 2008-01-24 18:03:34 +0300 |
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committer | Ton Roosendaal <ton@blender.org> | 2008-01-24 18:03:34 +0300 |
commit | 5219b56e920bb6e133bcbca04a70a78d714b9b76 (patch) | |
tree | 1da9345eb24661310713f4d0666d2795054b866d /source/blender/render/intern/include/zbuf.h | |
parent | fcff2e0c5f6b824ded71a4ee0a92e38dc06a3a6f (diff) |
Phase one of better masking support while rendering.
Problem: artist wants character to walk in grass, but still have all rendered
in seperate render-layers, for postpro effects and vblur. How to efficiently
create a mask image you can put *over* the character for the grass?
Solution has two parts; this commits allows any layer inside of the renderlayers
to become a Z-mask (Z values for solid gets filled in, but not rendered).
Second part of commit is render option "Only render stuff that's in front of
a zbuffer value that was filled in (saves render time)
Diffstat (limited to 'source/blender/render/intern/include/zbuf.h')
-rw-r--r-- | source/blender/render/intern/include/zbuf.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/render/intern/include/zbuf.h b/source/blender/render/intern/include/zbuf.h index 1d202fa45fa..8feb18a7ab8 100644 --- a/source/blender/render/intern/include/zbuf.h +++ b/source/blender/render/intern/include/zbuf.h @@ -48,7 +48,7 @@ void projectverto(float *v1, float winmat[][4], float *adr); int testclip(float *v); void zbuffer_shadow(struct Render *re, float winmat[][4], struct LampRen *lar, int *rectz, int size, float jitx, float jity); -void zbuffer_solid(struct RenderPart *pa, unsigned int layer, short layflag, void (*fillfunc)(struct RenderPart*, struct ZSpan*, int, void*), void *data); +void zbuffer_solid(struct RenderPart *pa, struct RenderLayer *rl, void (*fillfunc)(struct RenderPart*, struct ZSpan*, int, void*), void *data); unsigned short *zbuffer_transp_shade(struct RenderPart *pa, struct RenderLayer *rl, float *pass, struct ListBase *psmlist); unsigned short *zbuffer_strands_shade(struct Render *re, struct RenderPart *pa, struct RenderLayer *rl, float *pass); |