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authorTon Roosendaal <ton@blender.org>2006-02-12 23:21:08 +0300
committerTon Roosendaal <ton@blender.org>2006-02-12 23:21:08 +0300
commitf4dc04ecbf89f48855187abfb66aeaee03b7d7c4 (patch)
treefe41cb2da9ffb322cd43a01bf38dd4de1f789533 /source/blender/render/intern/include/zbuf.h
parented2543866c01a6d45b870627555f1e98c0f02447 (diff)
Work on shadowbuffer system... right now only new filtertypes for
sampling have been activated for UI. Check the pictures here: http://www.blender.org/bf/filters/index2.html I also did do tests with anti-aliased shadowbuffers: http://www.blender.org/bf/filters/index3.html But this needs more thinking over still...
Diffstat (limited to 'source/blender/render/intern/include/zbuf.h')
-rw-r--r--source/blender/render/intern/include/zbuf.h2
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 3a9a9113fe2..1ec682c2162 100644
--- a/source/blender/render/intern/include/zbuf.h
+++ b/source/blender/render/intern/include/zbuf.h
@@ -47,7 +47,7 @@ void projectverto(float *v1, float winmat[][4], float *adr);
int testclip(float *v);
void set_part_zbuf_clipflag(struct RenderPart *pa);
-void zbuffer_shadow(struct Render *re, struct LampRen *lar, int *rectz, int size);
+void zbuffer_shadow(struct Render *re, struct LampRen *lar, int *rectz, int size, float jitx, float jity);
void zbuffer_solid(struct RenderPart *pa, unsigned int layer, short layflag);
void zbuffer_transp_shade(struct RenderPart *pa, struct RenderLayer *rl, float *pass);
void convert_zbuf_to_distbuf(struct RenderPart *pa, struct RenderLayer *rl);