Rendering from 3d view in local view or with unlocked layer was not

working yet, now layer is passed along to render engine, changes quite
a few files because simple swapping trick no longer works with threading.
This commit is contained in:
2010-03-14 20:24:11 +00:00
parent 114f437837
commit ed076d74ef
14 changed files with 65 additions and 57 deletions

View File

@@ -198,7 +198,7 @@ void RE_SetPixelSize(struct Render *re, float pixsize);
void RE_SetView (struct Render *re, float mat[][4]);
/* make or free the dbase */
void RE_Database_FromScene(struct Render *re, struct Scene *scene, int use_camera_view);
void RE_Database_FromScene(struct Render *re, struct Scene *scene, unsigned int lay, int use_camera_view);
void RE_Database_Free (struct Render *re);
/* project dbase again, when viewplane/perspective changed */
@@ -214,8 +214,8 @@ void RE_init_threadcount(Render *re);
void RE_TileProcessor(struct Render *re, int firsttile, int threaded);
/* only RE_NewRender() needed, main Blender render calls */
void RE_BlenderFrame(struct Render *re, struct Scene *scene, struct SceneRenderLayer *srl, int frame);
void RE_BlenderAnim(struct Render *re, struct Scene *scene, int sfra, int efra, int tfra, struct ReportList *reports);
void RE_BlenderFrame(struct Render *re, struct Scene *scene, struct SceneRenderLayer *srl, unsigned int lay, int frame);
void RE_BlenderAnim(struct Render *re, struct Scene *scene, unsigned int lay, int sfra, int efra, int tfra, struct ReportList *reports);
void RE_ReadRenderResult(struct Scene *scene, struct Scene *scenode);
void RE_WriteRenderResult(RenderResult *rr, char *filename, int compress);
@@ -251,7 +251,7 @@ void RE_zbuf_accumulate_vecblur(struct NodeBlurData *nbd, int xsize, int ysize,
#define RE_BAKE_DISPLACEMENT 5
#define RE_BAKE_SHADOW 6
void RE_Database_Baking(struct Render *re, struct Scene *scene, int type, struct Object *actob);
void RE_Database_Baking(struct Render *re, struct Scene *scene, unsigned int lay, int type, struct Object *actob);
void RE_DataBase_GetView(struct Render *re, float mat[][4]);
void RE_GetCameraWindow(struct Render *re, struct Object *camera, int frame, float mat[][4]);