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authorAlejandro Conty Estevez <conty@yafray.org>2004-01-05 01:10:36 +0300
committerAlejandro Conty Estevez <conty@yafray.org>2004-01-05 01:10:36 +0300
commiteff07b83294125ca3bf66fbec5b6abc865d04c80 (patch)
treefc9f4e2fa4e73cf32823a0a81ee81b58d028a1c1 /source/blender/src/renderwin.c
parent29d23bf86438629a0fc72313d29c40e62cd1bb7d (diff)
Basic initial yafray integration by Eeshlo.
Materials are exported the best we can do by now. It will look almost as in blender except for the missing procedural textures and some minor issues. You have to tweak normal modulation amount to get the desired result cause is not the same in yafray. We added a panel in render space to adjust some yafray settings (GI and so) Also we export transparency and reflection using new raytracing settings, but that will be changed and improved soon. Remember that you have to set YFexport path in user defaults and yafray must be on path (version 0.0.6) We added the "yafray" button to activate all this stuff in the render window. Panel and settings are only shown when checked. So now when activated the code calls yafray export instead of the internal renderer and finally the resulting image is loaded back into render window's buffer. So animation is also possible and results can be saved using blender usual scheme.
Diffstat (limited to 'source/blender/src/renderwin.c')
-rw-r--r--source/blender/src/renderwin.c10
1 files changed, 8 insertions, 2 deletions
diff --git a/source/blender/src/renderwin.c b/source/blender/src/renderwin.c
index 3ee26c77286..562c46abbab 100644
--- a/source/blender/src/renderwin.c
+++ b/source/blender/src/renderwin.c
@@ -443,8 +443,14 @@ static void renderwin_handler(Window *win, void *user_data, short evt, short val
static void open_renderwin(int winpos[2], int winsize[2])
{
Window *win;
-
- win= window_open("Blender:Render", winpos[0], winpos[1], winsize[0], winsize[1], 0);
+ /* yafray: Window title change for yafray, totally unnecessary of course, but... */
+ char* title;
+ if (G.scene->r.mode & R_YAFRAY)
+ title = "YafRay:Render";
+ else
+ title = "Blender:Render";
+
+ win= window_open(title, winpos[0], winpos[1], winsize[0], winsize[1], 0);
render_win= renderwin_alloc(win);