option to write images to a files on single frame renders, this isn't accessed by the UI at the moment, but could eventually be used for saving test-renders.
The main reason to have this is so renders can be scripted to write to a specific file without having to do annoying tricks like set a dummy start/end frame range, render an animation and work out the current frame image will be written to, then rename after rendering. Also made some 'char *' args into 'const char *'
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@@ -212,14 +212,14 @@ void RE_init_threadcount(Render *re);
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void RE_TileProcessor(struct Render *re);
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/* only RE_NewRender() needed, main Blender render calls */
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void RE_BlenderFrame(struct Render *re, struct Main *bmain, struct Scene *scene, struct SceneRenderLayer *srl, unsigned int lay, int frame);
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void RE_BlenderFrame(struct Render *re, struct Main *bmain, struct Scene *scene, struct SceneRenderLayer *srl, unsigned int lay, int frame, const short write_still);
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void RE_BlenderAnim(struct Render *re, struct Main *bmain, struct Scene *scene, unsigned int lay, int sfra, int efra, int tfra, struct ReportList *reports);
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/* main preview render call */
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void RE_PreviewRender(struct Render *re, struct Main *bmain, struct Scene *scene);
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void RE_ReadRenderResult(struct Scene *scene, struct Scene *scenode);
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void RE_WriteRenderResult(RenderResult *rr, char *filename, int compress);
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void RE_WriteRenderResult(RenderResult *rr, const char *filename, int compress);
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struct RenderResult *RE_MultilayerConvert(void *exrhandle, int rectx, int recty);
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/* do a full sample buffer compo */
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