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
2330cadb0f
Cycles: Cleanup, don't use strict C prototypes
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Those are more like a legacy of language, which is not
needed in C++.
2018-11-09 12:04:41 +01:00
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
1daa20ad9f
Cleanup: strip trailing space for cycles
2018-07-06 10:17:58 +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
b09684567e
Cycles Standalone: The camera can now be moved and rotated with LMB/RMB mouse key.
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ToDo: Add controls for forward/backward movement.
2014-02-14 01:17:01 +01:00
544b7e6be4
Cycles Standalone: Add a help message, which appears when pressing the "h" key.
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This is very basic for now, but can be extended with more info (available devices for example) later.
Thanks to Bastien and Sergey for some help with the glRect coordinates stuff.
2014-01-24 12:59:15 +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