- Xmas special: shiny mirroring bells & whistles!
This is a revision of the old NeoGeo raytracer, dusted off, improved quite a lot, and nicely integrated in the rest of rendering pipeline. Enable it with F10-"Ray", and set either a 'ray-shadow' lamp or give the Material a "RayMirror" value. It has been added for 2 reasons: - get feedback on validity... I need artists to play around with it if it's actually useful. It still *is* raytracing, meaning complex scenes will easily become slow. - for educational purposes. All raytracing happens in ray.c, which can be quite easily adjusted for other effects. When too many disasters pop up with this, I'll make it a compile #ifdef. But so far, it seems to do a decent job. Demo files: http://www.blender.org/docs/ray_test.tgz An article (tech) about how it works, and about the new octree invention will be posted soon. :) Note: it doesn't work with unified render yet.
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@@ -45,7 +45,6 @@ unsigned int calchalo_z(struct HaloRen *har, unsigned int zz);
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float spec(float inp, int hard);
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void shade_lamp_loop(void);
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void add_halo_flare(void);
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/**
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@@ -85,7 +84,7 @@ void zbufshadeDA(void); /* Delta Accum Pixel Struct */
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/**
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* Also called in: zbuf.c
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*/
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void shadepixel(float x, float y, int vlaknr);
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void shadepixel(float x, float y, int vlaknr, int mask);
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/**
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* Shade the pixel at xn, yn for halo har, and write the result to col.
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