Commit Graph

9 Commits

Author SHA1 Message Date
e12c08e8d1 ClangFormat: apply to source, most of intern
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
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
d1a761c4d4 Cycles: Fix compilation error of standalone application 2017-11-13 10:49:05 +01:00
42dff6cc2e Cycles: Fix compilation error with OIIO compiled against system PugiXML 2017-11-13 10:42:29 +01:00
db7a78a2be Cycles: Fix compilation error with latest OIIO
There was some changes about namespaces, which causes ambiguities.

Replaces using namespace with an explicit symbols we need. Is good idea to NOT
pull in the whole namespace anyway!
2017-11-10 10:04:33 +01:00
e0a809fb1d Cycles: Fix compilation error when OIIO is compiled with external PugiXML parser
Basic idea is to check whether OIIO is compiled with embedded PugiXML parser
and if so use PugiXML from OIIO, otherwise find a standalone PugiXML library.
2015-01-01 01:31:07 +05:00
ee36e75b85 Cleanup: Fix Cycles Apache header.
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.
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.
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