[Bf-blender-cvs] CVS commit: blender/source/blender/blenkernel/intern material.c blender/source/blender/makesdna DNA_lamp_types.h DNA_material_types.h DNA_scene_types.h blender/source/blender/render/extern/include render_types.h blender/source/blender/render/intern/include rendercore.h zbuf_int.h blender/source/blender/render/intern/source ...

Ton Roosendaal ton at blender.org
Wed Dec 10 21:41:54 CET 2003


ton (Ton Roosendaal) 2003/12/10 21:41:53 CET

  Modified files:
    blender/source/blender/blenkernel/intern material.c 
    blender/source/blender/makesdna DNA_lamp_types.h 
                                    DNA_material_types.h 
                                    DNA_scene_types.h 
    blender/source/blender/render/extern/include render_types.h 
    blender/source/blender/render/intern/include rendercore.h 
                                                 zbuf_int.h 
    blender/source/blender/render/intern/source Makefile 
                                                renderPreAndPost.c 
                                                rendercore.c 
                                                zbuf.c 
    blender/source/blender/renderconverter/intern 
                                                  convertBlenderScene.c 
    blender/source/blender/src buttons_scene.c buttons_shading.c 
  Added files:
    blender/source/blender/render/intern/source ray.c 
  
  Log:
  - Xmas special: shiny mirroring bells & whistles!
  
  This is a revision of the old NeoGeo raytracer, dusted off, improved quite
  a lot, and nicely integrated in the rest of rendering pipeline.
  Enable it with F10-"Ray", and set either a 'ray-shadow' lamp or give the
  Material a "RayMirror" value.
  It has been added for 2 reasons:
  - get feedback on validity... I need artists to play around with it if it's
    actually useful. It still *is* raytracing, meaning complex scenes will
    easily become slow.
  - for educational purposes. All raytracing happens in ray.c, which can be
    quite easily adjusted for other effects.
  
  When too many disasters pop up with this, I'll make it a compile #ifdef.
  But so far, it seems to do a decent job.
  
  Demo files: http://www.blender.org/docs/ray_test.tgz
  An article (tech) about how it works, and about the new octree invention
  will be posted soon. :)
  
  Note: it doesn't work with unified render yet.
  
  Revision  Changes    Path
  1.10      +10 -1     blender/source/blender/blenkernel/intern/material.c
  1.9       +5 -1      blender/source/blender/makesdna/DNA_lamp_types.h
  1.9       +4 -3      blender/source/blender/makesdna/DNA_material_types.h
  1.13      +10 -9     blender/source/blender/makesdna/DNA_scene_types.h
  1.9       +6 -2      blender/source/blender/render/extern/include/render_types.h
  1.8       +2 -3      blender/source/blender/render/intern/include/rendercore.h
  1.6       +2 -2      blender/source/blender/render/intern/include/zbuf_int.h
  1.7       +2 -2      blender/source/blender/render/intern/source/Makefile
  1.6       +8 -2      blender/source/blender/render/intern/source/renderPreAndPost.c
  1.18      +39 -26    blender/source/blender/render/intern/source/rendercore.c
  1.9       +6 -6      blender/source/blender/render/intern/source/zbuf.c
  1.19      +8 -9      blender/source/blender/renderconverter/intern/convertBlenderScene.c
  1.18      +16 -15    blender/source/blender/src/buttons_scene.c
  1.43      +33 -19    blender/source/blender/src/buttons_shading.c



More information about the Bf-blender-cvs mailing list