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2015-02-17Compositing works with X-Ray.Antony Riakiotakis
Basically, before drawing X-Rays, we now bind a second depth buffer. After drawing XRays, we do an extra resolve pass where we overwrite the non-XRay depth buffer in pixels where the depth is not maximum (which means background pixel, since depth is cleared before drawing X-Ray objects). This ensures both scene and X-Rays keep their depth values and are ready for compositing. Well, the odd effect due to depth discontinuities can be expected, and X-Rays are a bit more expensive (extra buffer + resolve pass) but at least X-Rays won't invalidate depth values anymore. Whee!
2015-02-12Viewport compositing - first codeAntony Riakiotakis
This commit introduces a few ready made effects for the 3D viewport and OpenGL rendering. Included effects are Depth of Field, accessible from camera view and screen space ambient occlusion. Those effects can be turned on and tweaked from the shading panel in the 3D viewport. Off screen rendering will use the settings of the current camera. WIP documentation can be found here: http://wiki.blender.org/index.php/User:Psy-Fi/Framebuffer_Post-processing