Turned Sky render code in Blender to become fully float, it still returned
bytes for RGB. This to allow very bright contrasted images to be used for AO as well. As a first start also the Texture->Colors panel now allows contrast setting up to 5.0 (was 2.0).
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@@ -666,7 +666,7 @@ static void renderview_progress_display_cb(int y1, int y2, int w, int h, unsigne
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/* callback for print info in top header in interface */
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static void printrenderinfo_cb(double time, int sample, int blur)
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static void printrenderinfo_cb(double time, int sample)
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{
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extern int mem_in_use;
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float megs_used_memory= mem_in_use/(1024.0*1024.0);
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@@ -679,9 +679,6 @@ static void printrenderinfo_cb(double time, int sample, int blur)
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if (R.r.mode & R_FIELDS) {
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spos+= sprintf(spos, "Field %c ", (R.flag&R_SEC_FIELD)?'B':'A');
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}
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if (blur!=-1) {
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spos+= sprintf(spos, "Blur: %d ", blur);
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}
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if (sample!=-1) {
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spos+= sprintf(spos, "Sample: %d ", sample);
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}
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