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2018-06-11Fix merge error in 908b696, removed files were accidentally added back.Brecht Van Lommel
2018-06-08Cleanup: trailing spaceCampbell Barton
Remove from blender/nodes, collada, blenfont & render.
2018-06-01Cleanup: trailing whitespace (comment blocks)Campbell Barton
Strip unindented comment blocks - mainly headers to avoid conflicts.
2013-03-26style cleanup:Campbell Barton
also rename mesh_getVertexCos() --> BKE_mesh_vertexCos_get() to match curve function.
2012-02-17unify include guard defines, __$FILENAME__Campbell Barton
without the underscores these clogged up the namespace for autocompleation which was annoying.
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-10-17fix spelling mistakes in comments (and in some python error messages), ↵Campbell Barton
nothing to effect translations.
2011-02-27doxygen: blender/render tagged.Nathan Letwory
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2011-02-05Raytrace modifications from the Render Branch.Brecht Van Lommel
These should not have any effect on render results, except in some cases with you have overlapping faces, where the noise seems to be slightly reduced. There are some performance improvements, for simple scenes I wouldn't expect more than 5-10% to be cut off the render time, for sintel scenes we got about 50% on average, that's with millions of polygons on intel quad cores. This because memory access / cache misses were the main bottleneck for those scenes, and the optimizations improve that. Interal changes: * Remove RE_raytrace.h, raytracer is now only used by render engine again. * Split non-public parts rayobject.h into rayobject_internal.h, hopefully makes it clearer how the API is used. * Added rayintersection.h to contain some of the stuff from RE_raytrace.h * Change Isect.vec/labda to Isect.dir/dist, previously vec was sometimes normalized and sometimes not, confusing... now dir is always normalized and dist contains the distance. * Change VECCOPY and similar to BLI_math functions. * Force inlining of auxiliary functions for ray-triangle/quad intersection, helps a few percentages. * Reorganize svbvh code so all the traversal functions are in one file * Don't do test for root so that push_childs can be inlined * Make shadow a template parameter so it doesn't need to be runtime checked * Optimization in raytree building, was computing bounding boxes more often than necessary. * Leave out logf() factor in SAH, makes tree build quicker with no noticeable influence on raytracing on performance? * Set max childs to 4, simplifies traversal code a bit, but also seems to help slightly in general. * Store child pointers and child bb just as fixed arrays of size 4 in nodes, nearly all nodes have this many children, so overall it actually reduces memory usage a bit and avoids a pointer indirection.
2010-02-12correct fsf addressCampbell Barton
2009-09-28Raycounters fixAndre Susano Pinto
2009-09-14*Ray counters (number of BB/primitive tests/hits and other raytrace ↵Andre Susano Pinto
counters) can now be enabled/disabled at compile-time. #define RE_RAYCOUNTER (/source/blender/render/extern/include/RE_raytrace.h) *Some other small organization on code (will be disable as this only matters for testing and developping)