Bugfix: yafray number of processors was not properly initialized, and

could be 0, hanging yafray. This commits removes the separate yafray
number of processor setting and simply using the blender threads
button, there is no reason for a separate setting.
This commit is contained in:
2008-02-17 22:11:05 +00:00
parent b7cf0ecbf6
commit 417687c4ff
6 changed files with 5 additions and 45 deletions

View File

@@ -369,8 +369,6 @@ class RenderData:
@type yafrayAntiAliasingPixelSize: float [1.0, 2.0]
@ivar yafrayAntiAliasingThreshold: Anti-aliasing threshold.
@type yafrayAntiAliasingThreshold: float [0.05, 1.0]
@ivar yafrayNumberOfProcessors: Number of processors to use.
@type yafrayNumberOfProcessors: int [1, 8]
@ivar yafrayGICache: Cache occlusion/irradiance samples (faster).
@type yafrayGICache: boolean
@ivar yafrayGICacheBumpNormals: Enable/disable bumpnormals for cache.
@@ -1118,15 +1116,6 @@ class RenderData:
@return: Current exposure adjustment for the scene.
"""
def yafrayProcessorCount(count = None):
"""
Get/set number of processors to use.
@type count: int (optional)
@param count: must be between 1 - 8
@rtype: int (if prototype is empty)
@return: Current number of processors for the scene.
"""
def enableGameFrameStretch():
"""
Enable stretch or squeeze the viewport to fill the display window.

View File

@@ -1378,18 +1378,6 @@ static PyObject *RenderData_getYafrayAntiAliasingThreshold( BPy_RenderData * sel
return M_Render_getFloat( self, self->renderContext->YF_AAthreshold );
}
/** YafRay - Number of processors to use */
static int RenderData_setYafrayNumberOfProcessors( BPy_RenderData * self, PyObject * value )
{
return M_Render_setInt( self, value, &self->renderContext->YF_numprocs, 1, 8 );
}
static PyObject *RenderData_getYafrayNumberOfProcessors( BPy_RenderData * self )
{
return M_Render_getInt( self, self->renderContext->YF_numprocs );
}
/* YafRay - Cache occlusion/irradiance samples (faster) */
static int RenderData_setYafrayGICache( BPy_RenderData * self, PyObject * value )
@@ -1666,14 +1654,6 @@ PyObject *RenderData_YafrayExposure( BPy_RenderData * self, PyObject * args )
YF_exposure, 0.0f, 10.0f );
}
PyObject *RenderData_YafrayProcessorCount( BPy_RenderData * self,
PyObject * args )
{
return M_Render_GetSetAttributeInt( args,
&self->renderContext->YF_numprocs,
1, 8 );
}
PyObject *RenderData_EnableGameFrameStretch( BPy_RenderData * self )
{
self->scene->framing.type = SCE_GAMEFRAMING_SCALE;
@@ -2850,10 +2830,6 @@ static PyGetSetDef BPy_RenderData_getseters[] = {
(getter)RenderData_getYafrayAntiAliasingThreshold, (setter)RenderData_setYafrayAntiAliasingThreshold,
"Anti-aliasing threshold",
NULL},
{"yafrayNumberOfProcessors",
(getter)RenderData_getYafrayNumberOfProcessors, (setter)RenderData_setYafrayNumberOfProcessors,
"Number of processors to use",
NULL},
{"yafrayGICache",
(getter)RenderData_getYafrayGICache, (setter)RenderData_setYafrayGICache,
"Cache occlusion/irradiance samples (faster)",
@@ -3125,9 +3101,6 @@ static PyMethodDef BPy_RenderData_methods[] = {
{"yafrayExposure", ( PyCFunction ) RenderData_YafrayExposure,
METH_VARARGS,
"(float) - get/set exposure adjustment, 0 is off"},
{"yafrayProcessorCount",
( PyCFunction ) RenderData_YafrayProcessorCount, METH_VARARGS,
"(int) - get/set number of processors to use"},
{"enableGameFrameStretch",
( PyCFunction ) RenderData_EnableGameFrameStretch, METH_NOARGS,
"(l) - enble stretch or squeeze the viewport to fill the display window"},