diff options
author | Clément Fukhaut <turjuque@gmail.com> | 2016-04-04 22:46:20 +0300 |
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committer | Clément Fukhaut <turjuque@gmail.com> | 2016-04-04 22:46:20 +0300 |
commit | 798357ca570ee2d40c455dc11dc35642e4fa1fed (patch) | |
tree | ac887dd808f50bdabcd7a1c6100845eeced3655a /source/gameengine/Ketsji | |
parent | b818de11df894dc94235e85074b6a77ab7ed1d84 (diff) |
Planar Probe, Probe options, Probe Parallax :
- Added Planar Reflections and Refractions:
Rough planar reflection/refraction are roughly approximated by blurring with the microfacet normal direction. We blend to a fallback cubemap for high roughness. They are also displaced using the viewnormals. This last deformation is divided by the distance to the shaded point and multiplied by the distance to the reflection plane to get contact reflections.
- Added options to probes.
Probe can now only render their layers. Diffuse can be disabled (in case of use with a lightmap). Added Operator to manualy update probes.
- Probe parallax:
Correct the rays to project it to the chosen volume (unit cube or sphere) after being corrected by the obj mat (either own or external).
- Probe updates are a bit more consistent.
- Moved PBR light UI from Cycles to Blender sources.
- Added versioning code to update old file with non breaking defaults.
Signed-off-by: Clément Foucault <foucault.clem@gmail.com>
Diffstat (limited to 'source/gameengine/Ketsji')
-rw-r--r-- | source/gameengine/Ketsji/BL_BlenderShader.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/BL_BlenderShader.cpp b/source/gameengine/Ketsji/BL_BlenderShader.cpp index 0b11332e54b..6d8dbe7f515 100644 --- a/source/gameengine/Ketsji/BL_BlenderShader.cpp +++ b/source/gameengine/Ketsji/BL_BlenderShader.cpp @@ -62,7 +62,7 @@ BL_BlenderShader::~BL_BlenderShader() void BL_BlenderShader::ReloadMaterial() { - mGPUMat = (mMat) ? GPU_material_from_blender(mBlenderScene, mMat, false, false, 0) : NULL; + mGPUMat = (mMat) ? GPU_material_from_blender(mBlenderScene, mMat, false, false, false, false, 0, 0) : NULL; } void BL_BlenderShader::SetProg(bool enable, double time, RAS_IRasterizer* rasty) |