- renderer currently uses links into tface structures that actually

are owned by mesh (or displistmesh)... this causes problems for
   adapting to systems that build tfaces on the fly. Added RE_findTFace
   function to allow allocating tfaces inside renderer itself.
This commit is contained in:
2005-03-28 19:43:45 +00:00
parent f2d940aa1b
commit 983745d102
4 changed files with 43 additions and 1 deletions

View File

@@ -191,6 +191,7 @@ void ramp_spec_result(float *specr, float *specg, float *specb, ShadeInput *shi)
struct VlakRen *RE_findOrAddVlak(int nr);
struct VertRen *RE_findOrAddVert(int nr);
struct HaloRen *RE_findOrAddHalo(int nr);
struct TFace *RE_findTFace(void);
HaloRen *RE_inithalo(struct Material *ma, float *vec, float *vec1, float *orco, float hasize,
float vectsize, int seed);

View File

@@ -51,6 +51,17 @@
/* ------------------------------------------------------------------------- */
struct TFace;
typedef struct TFaceBlock TFaceBlock;
struct TFaceBlock {
TFaceBlock *next;
struct TFace *tfaces;
int numAvail;
};
/* localized texture result data */
typedef struct TexResult {
float tin, tr, tg, tb, ta;
@@ -139,7 +150,8 @@ typedef struct RE_Render
struct VlakRen **blovl;
struct VertRen **blove;
struct HaloRen **bloha;
struct TFaceBlock *tfaceBlocks;
int *rectaccu;
int *rectz; /* z buffer: distance buffer */
unsigned int *rectf1, *rectf2;