* First commit merging 2.4-based sim_physics in to volume25 branch.
Integration is still very rough around the edges and WIP, but it works, and can render smoke (using new Smoke format in Voxel Data texture) --> http://vimeo.com/6030983 More to come, but this makes things much easier to work on for me :)
This commit is contained in:
@@ -113,7 +113,7 @@ typedef struct ShadeInput
|
||||
|
||||
/* internal face coordinates */
|
||||
float u, v, dx_u, dx_v, dy_u, dy_v;
|
||||
float co[3], view[3];
|
||||
float co[3], view[3], camera_co[3];
|
||||
|
||||
/* copy from material, keep synced so we can do memcopy */
|
||||
/* current size: 23*4 */
|
||||
@@ -161,6 +161,7 @@ typedef struct ShadeInput
|
||||
|
||||
int samplenr; /* sample counter, to detect if we should do shadow again */
|
||||
int depth; /* 1 or larger on raytrace shading */
|
||||
int volume_depth; /* number of intersections through volumes */
|
||||
|
||||
/* stored copy of original face normal (facenor)
|
||||
* before flipping. Used in Front/back output on geometry node */
|
||||
|
||||
Reference in New Issue
Block a user