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:
@@ -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 */
|
||||
|
||||
|
||||
@@ -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 */
|
||||
|
||||
|
||||
Reference in New Issue
Block a user