From 703f248ab4bd918ba6a202a20b73dc6293851759 Mon Sep 17 00:00:00 2001 From: Ton Roosendaal Date: Mon, 28 Jan 2008 16:33:59 +0000 Subject: New rendering option: FSA! This completes the pipeline make-over, as started in 2006. With this option, during rendering, each sample for every layer and pass is being saved on disk (looks like non-antialiased images). Then the composite and color correction happens, then a clip to 0-1 range, and only in end all samples get combined - using sampling filters such as gauss/mitch/catmul. This results in artefact-free antialiased images. Even Z-combine or ID masks now work perfect for it! This is an unfinished commit btw; Brecht will finish this for strands. Also Halo doesnt work yet. To activate FSA: press "Save Buffers" and the new button next to it. :) --- source/blender/render/intern/include/rendercore.h | 3 +++ 1 file changed, 3 insertions(+) (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 f2fae7cca84..d569028fc50 100644 --- a/source/blender/render/intern/include/rendercore.h +++ b/source/blender/render/intern/include/rendercore.h @@ -93,6 +93,9 @@ void zbufshade_sss_tile(struct RenderPart *pa); void addps(struct ListBase *lb, long *rd, int obi, int facenr, int z, unsigned short mask); +int get_sample_layers(struct RenderPart *pa, struct RenderLayer *rl, struct RenderLayer **rlpp); + + /* -------- ray.c ------- */ extern void freeraytree(Render *re); -- cgit v1.2.3