e12c08e8d1
ClangFormat: apply to source, most of intern
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
cb4b5e12ab
Cycles: Cleanup, spacing after preprocessor
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It is supposed to be two spaces before comment stating which if
else/endif statements corresponds to. Was mainly violated in the
header guards.
2018-11-09 11:34:54 +01:00
885cc4cf9a
Build: require C11/C++11 for all operating systems in master.
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This is in preparation of upgrading our library dependencies, some of which
need C++11. We already use C++11 in blender2.8 and for Windows and macOS, so
this just affects Linux.
On many distributions this will not require any changes, on some
install_deps.sh will need to be run again to rebuild libraries.
Differential Revision: https://developer.blender.org/D3568
2018-07-30 17:12:24 +02:00
1daa20ad9f
Cleanup: strip trailing space for cycles
2018-07-06 10:17:58 +02:00
b663f1f1cf
Cycles: Correction to previous commit: non-msvc compilers also should use nullptr
2015-03-30 15:17:09 +05:00
131912dc73
Cycles: Fix compilation error with MSVC after recent C++11 changes
2015-03-30 15:06:45 +05:00
f01456aaa4
Optionally use c++11 stuff instead of boost in cycles where possible. We do and continue to depend on boost though
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Reviewers: dingto, sergey
Reviewed By: sergey
Subscribers: #cycles
Differential Revision: https://developer.blender.org/D1185
2015-03-29 22:12:40 +02:00
ee36e75b85
Cleanup: Fix Cycles Apache header.
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This was already mixed a bit, but the dot belongs there.
2014-12-25 02:50:24 +01:00
b9ce231060
Cycles: relicense GNU GPL source code to Apache version 2.0.
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More information in this post:
http://code.blender.org/
Thanks to all contributes for giving their permission!
2013-08-18 14:16:15 +00:00
da376e0237
Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
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Cycles uses code from some great open source projects, many thanks them:
* BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs":
http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/
* Open Shading Language for a large part of the shading system:
http://code.google.com/p/openshadinglanguage/
* Blender for procedural textures and a few other nodes.
* Approximate Catmull Clark subdivision from NVidia Mesh tools:
http://code.google.com/p/nvidia-mesh-tools/
* Sobol direction vectors from:
http://web.maths.unsw.edu.au/~fkuo/sobol/
* Film response functions from:
http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
2011-04-27 11:58:34 +00:00