Lukas Toenne
9b30e8d83a
The shader id generated by the manager contains some special flags in high bits, leading to out-of-range index if used directly. This must use the SHADER_MASK to get actual array index.
2012-09-03 18:50:59 +00:00
0fbb6bff27
style cleanup: block comments
2012-06-09 17:22:52 +00:00
9ebfcea8f3
Cycles: revert commit that joined surface/volume socket into a single shader socket,
...
on second thought this makes it a bit too difficult to understand what's going on.
2011-10-12 23:03:12 +00:00
7503a7edfb
Cycles: replace surface/volume sockets in output nodes with a single shader socket,
...
decided it's better to render objects as either surface or volume.
This may break the volume rendering patch, but shaders with volume closures still
get tagged as having volume closures, so it should be fixable without too many
changes.
2011-10-12 15:42:35 +00:00
cdee3435c6
Cycles: internal changes that should have no effect on user level yet, added
...
shader flags for various purposes, and some code for light types other than
points.
2011-09-27 20:37:24 +00:00
966e004bbe
Cycles: OSL build & image manager fixes.
2011-05-31 16:21:30 +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