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authorTon Roosendaal <ton@blender.org>2006-11-29 20:01:09 +0300
committerTon Roosendaal <ton@blender.org>2006-11-29 20:01:09 +0300
commit6543d3e220a8e481eebe73f67dccaf9e752cef22 (patch)
tree8596ec3249e102cf2a73d23216d06cfd46a70b46 /source/blender/src/buttons_scene.c
parent35f3682f7c1a1f336144a643b1a2c0fec5dfe105 (diff)
Render Monster support: (part 1)
Removed all limitations from render code for maximum threads. The only define for this now is in BLI_threads.h, and currently set to 8. Note that each thread renders an entire tile, and also allocates the buffers for the tiles, so; more threads might work better with smaller tiles. IMPORTANT: node system won't work yet with more than 2 threads! So, don't try material nodes or compositing with over 2 threads. That I'll commit later today. What does work (should work :) is AO and soft shadow now.
Diffstat (limited to 'source/blender/src/buttons_scene.c')
-rw-r--r--source/blender/src/buttons_scene.c10
1 files changed, 8 insertions, 2 deletions
diff --git a/source/blender/src/buttons_scene.c b/source/blender/src/buttons_scene.c
index 465cffe0505..b26e7daef77 100644
--- a/source/blender/src/buttons_scene.c
+++ b/source/blender/src/buttons_scene.c
@@ -78,15 +78,21 @@
/* -----includes for this file specific----- */
#include "DNA_image_types.h"
+
#include "BKE_writeavi.h"
#include "BKE_writeffmpeg.h"
#include "BKE_image.h"
+
+#include "BLI_threads.h"
+
+#include "BIF_editsound.h"
#include "BIF_writeimage.h"
#include "BIF_writeavicodec.h"
-#include "BIF_editsound.h"
+
#include "BSE_seqaudio.h"
#include "BSE_headerbuttons.h"
+
#include "butspace.h" // own module
#ifdef WITH_QUICKTIME
@@ -1186,7 +1192,7 @@ static void render_panel_output(void)
uiBlockSetCol(block, TH_BUT_SETTING1);
uiDefButBitS(block, TOG, R_BACKBUF, B_NOP,"Backbuf", 10, 94, 80, 20, &G.scene->r.bufflag, 0, 0, 0, 0, "Enable/Disable use of Backbuf image");
- uiDefButBitI(block, TOG, R_THREADS, B_NOP,"Threads", 10, 68, 80, 20, &G.scene->r.mode, 0, 0, 0, 0, "Enable/Disable render in two threads");
+ uiDefButS(block, NUM, B_NOP, "Threads:", 10, 68, 120, 20, &G.scene->r.threads, 1, BLENDER_MAX_THREADS, 0, 0, "Amount of threads for render");
uiBlockSetCol(block, TH_AUTO);
uiBlockBeginAlign(block);