More render pipeline finishing up;

- Shaded drawmode is back (shift+z).
  Note it still only uses orco texture; but lighting/shading is using
  the internal render module entirely.

- "Make Sticky" option back.
  (Also fix in sticky texture render, was wrong scaled)
This commit is contained in:
2006-05-28 11:49:22 +00:00
parent e7767e39bb
commit 2e901061d9
12 changed files with 481 additions and 188 deletions

View File

@@ -182,5 +182,9 @@ float RE_filter_value(int type, float x);
/* vector blur zbuffer method */
void RE_zbuf_accumulate_vecblur(struct NodeBlurData *nbd, int xsize, int ysize, float *newrect, float *imgrect, float *vecbufrect, float *zbufrect);
/* shaded view options */
void RE_Database_Shaded(struct Render *re, struct Scene *scene);
void RE_DataBase_GetView(struct Render *re, float mat[][4]);
#endif /* RE_PIPELINE_H */

View File

@@ -114,5 +114,10 @@ typedef struct ShadeInput
struct Tex;
int multitex_ext(struct Tex *tex, float *texvec, float *dxt, float *dyt, int osatex, struct TexResult *texres);
/* shaded view */
struct Render;
void RE_shade_external(struct Render *re, struct ShadeInput *shi, struct ShadeResult *shr);
#endif /* RE_SHADER_EXT_H */