Phase one of better masking support while rendering.

Problem: artist wants character to walk in grass, but still have all rendered
in seperate render-layers, for postpro effects and vblur. How to efficiently
create a mask image you can put *over* the character for the grass?

Solution has two parts; this commits allows any layer inside of the renderlayers
to become a Z-mask (Z values for solid gets filled in, but not rendered).

Second part of commit is render option "Only render stuff that's in front of
a zbuffer value that was filled in (saves render time)
This commit is contained in:
2008-01-24 15:03:34 +00:00
parent fcff2e0c5f
commit 5219b56e92
7 changed files with 21 additions and 14 deletions

View File

@@ -505,6 +505,7 @@ static RenderResult *new_render_result(Render *re, rcti *partrct, int crop, int
strcpy(rl->name, srl->name);
rl->lay= srl->lay;
rl->lay_zmask= srl->lay_zmask;
rl->layflag= srl->layflag;
rl->passflag= srl->passflag;
rl->pass_xor= srl->pass_xor;