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2014-12-25Cleanup: Fix Cycles Apache header.Thomas Dinges
This was already mixed a bit, but the dot belongs there.
2014-04-03Cycles: SSE optimization for Voronoi cells textureSv. Lockal
Gives 5-6% speedup for Caterpillar_PatazStudio.blend. Reviewed By: brecht, dingto Differential Revision: https://developer.blender.org/D419
2014-01-14Code cleanup / Cycles: Don't pass scale to texture functions, do the ↵Thomas Dinges
multiplication in the function call already.
2013-11-18Cycles: change __device and similar qualifiers to ccl_device in kernel code.Brecht Van Lommel
This to avoids build conflicts with libc++ on FreeBSD, these __ prefixed values are reserved for compilers. I apologize to anyone who has patches or branches and has to go through the pain of merging this change, it may be easiest to do these same replacements in your code and then apply/merge the patch. Ref T37477.
2013-08-18Cycles: relicense GNU GPL source code to Apache version 2.0.Brecht Van Lommel
More information in this post: http://code.blender.org/ Thanks to all contributes for giving their permission!
2012-11-30Fix cycles CUDA sm 1.3 build with 32 bit compiler, tweaked voronoiBrecht Van Lommel
and brick code so that it can be uninlined.
2012-06-09style cleanup: assignment & indentation.Campbell Barton
2011-11-07Cycles: procedural texture nodes reorganization. This will break existing filesBrecht Van Lommel
using them, but rather do it now that I have the chance still. Highlights: * Wood and Marble merged into a single Wave texture * Clouds + Distorted Noise merged into new Noise node * Blend renamed to Gradient * Stucci removed, was mostly useful for old bump * Noise removed, will come back later, didn't actually work yet * Depth setting is now Detail socket, which accepts float values * Scale socket instead of Size socket http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures
2011-08-29Cycles: some tweaks to try to get sm_13 shader compiling.Brecht Van Lommel
2011-04-27Cycles render engine, initial commit. This is the engine itself, blender ↵Ton Roosendaal
modifications and build instructions will follow later. Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php