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authorAntony Riakiotakis <kalast@gmail.com>2011-12-15 17:58:09 +0400
committerAntony Riakiotakis <kalast@gmail.com>2011-12-15 17:58:09 +0400
commit6ccc605660ea0b45b723016e82b3635f8d5cc707 (patch)
tree7def5ad95056f9c36a778d6de25565b420dfe048 /source/blender/render/intern
parent030694b26041d793ca53aa4282e3e4e2d98f559f (diff)
Bicubic bump map filtering.
This commit introduces bicubic bump map capabilities for the viewport for OpenGL 3.0+ capable GPUs. To use the functionality change the bump mapping method to "best quality" Previous "best quality" setting becomes "medium quality" now. For non OpenGL 3.0 GPUs this becomes the same as "medium quality" Also: * added tooltip descriptions to the bump method settings. * modified the shader to ommit extraneous matrix multiplications for matrices already provided by OpenGL. Bicubic shader by Morten Mikkelsen. Thanks a lot! Oh...and FIRST!
Diffstat (limited to 'source/blender/render/intern')
-rw-r--r--source/blender/render/intern/source/render_texture.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/render/intern/source/render_texture.c b/source/blender/render/intern/source/render_texture.c
index fe9312e37d5..07e2cc3a701 100644
--- a/source/blender/render/intern/source/render_texture.c
+++ b/source/blender/render/intern/source/render_texture.c
@@ -2191,7 +2191,7 @@ void do_material_tex(ShadeInput *shi, Render *re)
found_deriv_map = (tex->type==TEX_IMAGE) && (tex->imaflag & TEX_DERIVATIVEMAP);
use_compat_bump= (mtex->texflag & MTEX_COMPAT_BUMP);
- use_ntap_bump= ((mtex->texflag & (MTEX_3TAP_BUMP|MTEX_5TAP_BUMP))!=0 || found_deriv_map!=0) ? 1 : 0;
+ use_ntap_bump= ((mtex->texflag & (MTEX_3TAP_BUMP|MTEX_5TAP_BUMP|MTEX_BICUBIC_BUMP))!=0 || found_deriv_map!=0) ? 1 : 0;
/* XXX texture node trees don't work for this yet */
if(tex->nodetree && tex->use_nodes) {