From 902a69a7d3fad91d84bc109a6e6e5fd039a79e4b Mon Sep 17 00:00:00 2001 From: Ton Roosendaal Date: Fri, 8 Dec 2006 09:40:44 +0000 Subject: Numerous fixes in Render code: - Bug: material emit was ignored (showed in preview render backdrop) - Bug: world exposure was ignored - Bug: lamp halo was ignoring 'render layer light override'. Further reshuffled the way shadows are being pre-calculated, this to enable more advanced (and faster) usage of Material lightgroups. Now shadows are being cached in lamps, using a per-sample counter to check if a recalc is needed. Will also work (later) for Raytracing node shaders. - New: Material LightGroup option "Always", which always shades the lights in the group, independent of visibility layer. (so it allows to move such lights to hidden layer, not influencing anything). --- source/blender/makesdna/DNA_material_types.h | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'source/blender/makesdna/DNA_material_types.h') diff --git a/source/blender/makesdna/DNA_material_types.h b/source/blender/makesdna/DNA_material_types.h index b624f3b769e..7b948b93b10 100644 --- a/source/blender/makesdna/DNA_material_types.h +++ b/source/blender/makesdna/DNA_material_types.h @@ -172,8 +172,9 @@ typedef struct Material { #define MA_TANGENT_V 0x4000000 /* qdn: a bit clumsy this, tangents needed for normal maps separated from shading */ #define MA_NORMAP_TANG 0x8000000 +#define MA_GROUP_NOLAY 0x10000000 -#define MA_MODE_MASK 0xbffffff /* all valid mode bits */ +#define MA_MODE_MASK 0x1fffffff /* all valid mode bits */ /* diff_shader */ #define MA_DIFF_LAMBERT 0 -- cgit v1.2.3