From 4ff3a1ec106ec7a46c6d577c885b8001af29ed49 Mon Sep 17 00:00:00 2001 From: Ton Roosendaal Date: Mon, 26 Apr 2004 21:38:36 +0000 Subject: Request from [A]ndy: When tracing a mirror with AO, the rendering was extremely slow due to each mirror sample (like 8 per pixel) taking a full range of AO samples. Now it uses for mirror samples a corrected amount, which makes sure for a single pixel still a full AO range is used. Makes mirror+AO render 5-6 times faster, at least. --- source/blender/render/intern/include/rendercore.h | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'source/blender/render/intern/include/rendercore.h') diff --git a/source/blender/render/intern/include/rendercore.h b/source/blender/render/intern/include/rendercore.h index 2daf4c2c299..19ffd28b610 100644 --- a/source/blender/render/intern/include/rendercore.h +++ b/source/blender/render/intern/include/rendercore.h @@ -65,7 +65,7 @@ void add_halo_flare(void); void shade_input_set_coords(ShadeInput *shi, float u, float v, int i1, int i2, int i3); void shade_color(struct ShadeInput *shi, ShadeResult *shr); -void shade_lamp_loop(struct ShadeInput *shi, ShadeResult *shr, int mask); +void shade_lamp_loop(struct ShadeInput *shi, ShadeResult *shr); float fresnel_fac(float *view, float *vn, float fresnel, float fac); void calc_R_ref(struct ShadeInput *shi); @@ -73,8 +73,8 @@ float spec(float inp, int hard); /* -------- ray.c ------- */ -extern void ray_shadow(ShadeInput *, LampRen *, float *, int); -extern void ray_trace(ShadeInput *, ShadeResult *, int); +extern void ray_shadow(ShadeInput *, LampRen *, float *); +extern void ray_trace(ShadeInput *, ShadeResult *); extern void ray_ao(ShadeInput *, World *, float *); /** -- cgit v1.2.3