A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
601 lines
14 KiB
C
601 lines
14 KiB
C
/**
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* Contributor(s): 2004-2006, Blender Foundation, full recode
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include <math.h>
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#include "BLI_arithb.h"
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/* External modules: */
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#include "IMB_imbuf_types.h"
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#include "IMB_imbuf.h"
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#include "MTC_matrixops.h"
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#include "MTC_vectorops.h"
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#include "DNA_camera_types.h"
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#include "DNA_group_types.h"
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#include "DNA_material_types.h"
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#include "DNA_object_types.h"
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#include "DNA_image_types.h"
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#include "DNA_texture_types.h"
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#include "DNA_lamp_types.h"
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#include "BKE_image.h"
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#include "BKE_global.h"
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#include "BKE_texture.h"
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#include "BKE_utildefines.h"
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/* own module */
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#include "render_types.h"
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#include "renderpipeline.h"
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#include "renderdatabase.h"
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#include "texture.h"
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#include "pixelblending.h"
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#include "rendercore.h"
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#include "shadbuf.h"
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#include "gammaCorrectionTables.h"
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#include "pixelshading.h"
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/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
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/* defined in pipeline.c, is hardcopy of active dynamic allocated Render */
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/* only to be used here in this file, it's for speed */
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extern struct Render R;
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/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
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extern float hashvectf[];
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static void render_lighting_halo(HaloRen *har, float *colf)
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{
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GroupObject *go;
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LampRen *lar;
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float i, inp, inpr, rco[3], dco[3], lv[3], lampdist, ld, t, *vn;
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float ir, ig, ib, shadfac, soft, lacol[3];
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ir= ig= ib= 0.0;
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VECCOPY(rco, har->co);
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dco[0]=dco[1]=dco[2]= 1.0/har->rad;
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vn= har->no;
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for(go=R.lights.first; go; go= go->next) {
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lar= go->lampren;
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/* test for lamplayer */
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if(lar->mode & LA_LAYER) if((lar->lay & har->lay)==0) continue;
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/* lampdist cacluation */
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if(lar->type==LA_SUN || lar->type==LA_HEMI) {
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VECCOPY(lv, lar->vec);
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lampdist= 1.0;
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}
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else {
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lv[0]= rco[0]-lar->co[0];
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lv[1]= rco[1]-lar->co[1];
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lv[2]= rco[2]-lar->co[2];
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ld= sqrt(lv[0]*lv[0]+lv[1]*lv[1]+lv[2]*lv[2]);
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lv[0]/= ld;
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lv[1]/= ld;
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lv[2]/= ld;
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/* ld is re-used further on (texco's) */
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if(lar->mode & LA_QUAD) {
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t= 1.0;
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if(lar->ld1>0.0)
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t= lar->dist/(lar->dist+lar->ld1*ld);
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if(lar->ld2>0.0)
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t*= lar->distkw/(lar->distkw+lar->ld2*ld*ld);
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lampdist= t;
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}
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else {
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lampdist= (lar->dist/(lar->dist+ld));
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}
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if(lar->mode & LA_SPHERE) {
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t= lar->dist - ld;
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if(t<0.0) continue;
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t/= lar->dist;
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lampdist*= (t);
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}
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}
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lacol[0]= lar->r;
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lacol[1]= lar->g;
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lacol[2]= lar->b;
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if(lar->mode & LA_TEXTURE) {
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ShadeInput shi;
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VECCOPY(shi.co, rco);
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shi.osatex= 0;
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do_lamp_tex(lar, lv, &shi, lacol);
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}
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if(lar->type==LA_SPOT) {
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if(lar->mode & LA_SQUARE) {
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if(lv[0]*lar->vec[0]+lv[1]*lar->vec[1]+lv[2]*lar->vec[2]>0.0) {
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float x, lvrot[3];
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/* rotate view to lampspace */
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VECCOPY(lvrot, lv);
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MTC_Mat3MulVecfl(lar->imat, lvrot);
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x= MAX2(fabs(lvrot[0]/lvrot[2]) , fabs(lvrot[1]/lvrot[2]));
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/* 1.0/(sqrt(1+x*x)) is equivalent to cos(atan(x)) */
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inpr= 1.0/(sqrt(1.0+x*x));
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}
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else inpr= 0.0;
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}
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else {
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inpr= lv[0]*lar->vec[0]+lv[1]*lar->vec[1]+lv[2]*lar->vec[2];
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}
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t= lar->spotsi;
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if(inpr<t) continue;
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else {
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t= inpr-t;
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i= 1.0;
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soft= 1.0;
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if(t<lar->spotbl && lar->spotbl!=0.0) {
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/* soft area */
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i= t/lar->spotbl;
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t= i*i;
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soft= (3.0*t-2.0*t*i);
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inpr*= soft;
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}
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if(lar->mode & LA_ONLYSHADOW) {
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/* if(ma->mode & MA_SHADOW) { */
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/* dot product positive: front side face! */
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inp= vn[0]*lv[0] + vn[1]*lv[1] + vn[2]*lv[2];
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if(inp>0.0) {
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/* testshadowbuf==0.0 : 100% shadow */
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shadfac = testshadowbuf(lar->shb, rco, dco, dco, inp);
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if( shadfac>0.0 ) {
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shadfac*= inp*soft*lar->energy;
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ir -= shadfac;
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ig -= shadfac;
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ib -= shadfac;
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continue;
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}
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}
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/* } */
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}
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lampdist*=inpr;
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}
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if(lar->mode & LA_ONLYSHADOW) continue;
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}
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/* dot product and reflectivity*/
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inp= 1.0-fabs(vn[0]*lv[0] + vn[1]*lv[1] + vn[2]*lv[2]);
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/* inp= cos(0.5*M_PI-acos(inp)); */
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i= inp;
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if(lar->type==LA_HEMI) {
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i= 0.5*i+0.5;
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}
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if(i>0.0) {
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i*= lampdist;
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}
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/* shadow */
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if(i> -0.41) { /* heuristic valua! */
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shadfac= 1.0;
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if(lar->shb) {
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shadfac = testshadowbuf(lar->shb, rco, dco, dco, inp);
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if(shadfac==0.0) continue;
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i*= shadfac;
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}
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}
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if(i>0.0) {
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ir+= i*lacol[0];
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ig+= i*lacol[1];
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ib+= i*lacol[2];
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}
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}
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if(ir<0.0) ir= 0.0;
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if(ig<0.0) ig= 0.0;
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if(ib<0.0) ib= 0.0;
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colf[0]*= ir;
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colf[1]*= ig;
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colf[2]*= ib;
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}
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void shadeHaloFloat(HaloRen *har, float *col, int zz,
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float dist, float xn, float yn, short flarec)
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{
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/* fill in col */
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float t, zn, radist, ringf=0.0, linef=0.0, alpha, si, co;
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int a;
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if(R.wrld.mode & WO_MIST) {
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if(har->type & HA_ONLYSKY) {
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/* stars but no mist */
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alpha= har->alfa;
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}
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else {
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/* a bit patchy... */
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alpha= mistfactor(-har->co[2], har->co)*har->alfa;
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}
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}
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else alpha= har->alfa;
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if(alpha==0.0) {
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col[0] = 0.0;
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col[1] = 0.0;
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col[2] = 0.0;
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col[3] = 0.0;
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return;
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}
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radist= sqrt(dist);
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/* watch it: not used nicely: flarec is set at zero in pixstruct */
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if(flarec) har->pixels+= (int)(har->rad-radist);
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if(har->ringc) {
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float *rc, fac;
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int ofs;
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/* per ring an antialised circle */
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ofs= har->seed;
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for(a= har->ringc; a>0; a--, ofs+=2) {
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rc= hashvectf + (ofs % 768);
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fac= fabs( rc[1]*(har->rad*fabs(rc[0]) - radist) );
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if(fac< 1.0) {
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ringf+= (1.0-fac);
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}
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}
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}
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if(har->type & HA_VECT) {
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dist= fabs( har->cos*(yn) - har->sin*(xn) )/har->rad;
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if(dist>1.0) dist= 1.0;
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if(har->tex) {
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zn= har->sin*xn - har->cos*yn;
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yn= har->cos*xn + har->sin*yn;
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xn= zn;
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}
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}
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else dist= dist/har->radsq;
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if(har->type & HA_FLARECIRC) {
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dist= 0.5+fabs(dist-0.5);
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}
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if(har->hard>=30) {
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dist= sqrt(dist);
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if(har->hard>=40) {
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dist= sin(dist*M_PI_2);
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if(har->hard>=50) {
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dist= sqrt(dist);
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}
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}
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}
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else if(har->hard<20) dist*=dist;
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dist=(1.0-dist);
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if(har->linec) {
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float *rc, fac;
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int ofs;
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/* per starpoint an antialiased line */
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ofs= har->seed;
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for(a= har->linec; a>0; a--, ofs+=3) {
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rc= hashvectf + (ofs % 768);
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fac= fabs( (xn)*rc[0]+(yn)*rc[1]);
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if(fac< 1.0 ) {
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linef+= (1.0-fac);
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}
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}
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linef*= dist;
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}
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if(har->starpoints) {
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float ster, hoek;
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/* rotation */
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hoek= atan2(yn, xn);
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hoek*= (1.0+0.25*har->starpoints);
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co= cos(hoek);
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si= sin(hoek);
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hoek= (co*xn+si*yn)*(co*yn-si*xn);
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ster= fabs(hoek);
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if(ster>1.0) {
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ster= (har->rad)/(ster);
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if(ster<1.0) dist*= sqrt(ster);
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}
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}
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/* halo being intersected? */
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if(har->zs> zz-har->zd) {
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t= ((float)(zz-har->zs))/(float)har->zd;
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alpha*= sqrt(sqrt(t));
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}
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dist*= alpha;
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ringf*= dist;
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linef*= alpha;
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if(dist<0.003) {
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col[0] = 0.0;
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col[1] = 0.0;
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col[2] = 0.0;
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col[3] = 0.0;
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return;
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}
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/* The colour is either the rgb spec-ed by the user, or extracted from */
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/* the texture */
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if(har->tex) {
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col[0]= har->r;
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col[1]= har->g;
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col[2]= har->b;
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col[3]= dist;
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do_halo_tex(har, xn, yn, col);
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col[0]*= col[3];
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col[1]*= col[3];
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col[2]*= col[3];
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}
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else {
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col[0]= dist*har->r;
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col[1]= dist*har->g;
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col[2]= dist*har->b;
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if(har->type & HA_XALPHA) col[3]= dist*dist;
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else col[3]= dist;
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}
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if(har->mat) {
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if(har->mat->mode & MA_HALO_SHADE) {
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/* we test for lights because of preview... */
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if(R.lights.first) render_lighting_halo(har, col);
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}
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/* Next, we do the line and ring factor modifications. */
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if(linef!=0.0) {
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Material *ma= har->mat;
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col[0]+= linef * ma->specr;
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col[1]+= linef * ma->specg;
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col[2]+= linef * ma->specb;
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if(har->type & HA_XALPHA) col[3]+= linef*linef;
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else col[3]+= linef;
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}
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if(ringf!=0.0) {
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Material *ma= har->mat;
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col[0]+= ringf * ma->mirr;
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col[1]+= ringf * ma->mirg;
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col[2]+= ringf * ma->mirb;
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if(har->type & HA_XALPHA) col[3]+= ringf*ringf;
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else col[3]+= ringf;
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}
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}
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}
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/* ------------------------------------------------------------------------- */
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/*
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There are three different modes for blending sky behind a picture:
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1. sky = blend in sky directly
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2. premul = don't do sky, but apply alpha (so pretend the picture ends
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exactly at it's boundaries)
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3. key = don't do anything
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Now the stupid thing is that premul means do nothing for us, and key
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we have to adjust a bit...
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*/
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/* This one renders into collector, as always. */
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void renderSkyPixelFloat(float *collector, float x, float y, float *rco)
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{
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switch (R.r.alphamode) {
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case R_ALPHAPREMUL:
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case R_ALPHAKEY:
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/* Premul or key: don't fill, and don't change the values! */
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/* key alpha used to fill in color in 'empty' pixels, doesn't work anymore this way */
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collector[0] = 0.0;
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collector[1] = 0.0;
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collector[2] = 0.0;
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collector[3] = 0.0;
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break;
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case R_ADDSKY:
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/* Fill in the sky as if it were a normal face. */
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shadeSkyPixel(collector, x, y, rco);
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collector[3]= 0.0;
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break;
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default:
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; /* Error: illegal alpha blending state */
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}
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}
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/*
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Stuff the sky colour into the collector.
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*/
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void shadeSkyPixel(float *collector, float fx, float fy, float *rco)
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{
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float view[3], dxyview[2];
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/*
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The rules for sky:
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1. Draw an image, if a background image was provided. Stop
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2. get texture and colour blend, and combine these.
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*/
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float fac;
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/* 1. Do a backbuffer image: */
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if(R.r.bufflag & 1) {
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// fillBackgroundImage(collector, fx, fy);
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return;
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} else if((R.wrld.skytype & (WO_SKYBLEND+WO_SKYTEX))==0) {
|
|
/*
|
|
2. Test for these types of sky. The old renderer always had to check for
|
|
coverage, but we don't need that anymore
|
|
- SKYBLEND or SKYTEX disabled: fill in a flat colour
|
|
- otherwise, do the appropriate mapping (tex or colour blend)
|
|
There used to be cached chars here, but they are not useful anymore
|
|
*/
|
|
collector[0] = R.wrld.horr;
|
|
collector[1] = R.wrld.horg;
|
|
collector[2] = R.wrld.horb;
|
|
collector[3] = 1.0f;
|
|
} else {
|
|
/*
|
|
3. Which type(s) is(are) this (these)? This has to be done when no simple
|
|
way of determining the colour exists.
|
|
*/
|
|
|
|
/* This one true because of the context of this routine */
|
|
/* if(rect[3] < 254) { */
|
|
if(R.wrld.skytype & WO_SKYPAPER) {
|
|
view[0]= (fx/(float)R.winx);
|
|
view[1]= (fy/(float)R.winy);
|
|
view[2]= 0.0;
|
|
|
|
dxyview[0]= 1.0f/(float)R.winx;
|
|
dxyview[1]= 1.0f/(float)R.winy;
|
|
}
|
|
else {
|
|
calc_view_vector(view, fx, fy);
|
|
fac= Normalise(view);
|
|
|
|
if(R.wrld.skytype & WO_SKYTEX) {
|
|
dxyview[0]= 1.0/fac;
|
|
dxyview[1]= R.ycor/fac;
|
|
}
|
|
}
|
|
|
|
if(R.r.mode & R_PANORAMA) {
|
|
float u= view[0]; float v= view[2];
|
|
|
|
view[0]= R.panoco*u + R.panosi*v;
|
|
view[2]= -R.panosi*u + R.panoco*v;
|
|
}
|
|
|
|
/* get sky colour in the collector */
|
|
shadeSkyPixelFloat(collector, rco, view, dxyview);
|
|
collector[3] = 1.0f;
|
|
}
|
|
}
|
|
|
|
/* Only view vector is important here. Result goes to colf[3] */
|
|
void shadeSkyPixelFloat(float *colf, float *rco, float *view, float *dxyview)
|
|
{
|
|
float lo[3], zen[3], hor[3], blend, blendm;
|
|
|
|
/* Why is this setting forced? Seems silly to me. It is tested in the texture unit. */
|
|
R.wrld.skytype |= WO_ZENUP;
|
|
|
|
/* Some view vector stuff. */
|
|
if(R.wrld.skytype & WO_SKYREAL) {
|
|
|
|
blend= view[0]*R.grvec[0]+ view[1]*R.grvec[1]+ view[2]*R.grvec[2];
|
|
|
|
if(blend<0.0) R.wrld.skytype-= WO_ZENUP;
|
|
blend= fabs(blend);
|
|
}
|
|
else if(R.wrld.skytype & WO_SKYPAPER) {
|
|
blend= 0.5+ 0.5*view[1];
|
|
}
|
|
else {
|
|
/* the fraction of how far we are above the bottom of the screen */
|
|
blend= fabs(0.5+ view[1]);
|
|
}
|
|
|
|
hor[0]= R.wrld.horr; hor[1]= R.wrld.horg; hor[2]= R.wrld.horb;
|
|
zen[0]= R.wrld.zenr; zen[1]= R.wrld.zeng; zen[2]= R.wrld.zenb;
|
|
|
|
/* Careful: SKYTEX and SKYBLEND are NOT mutually exclusive! If */
|
|
/* SKYBLEND is active, the texture and colour blend are added. */
|
|
if(R.wrld.skytype & WO_SKYTEX) {
|
|
VECCOPY(lo, view);
|
|
if(R.wrld.skytype & WO_SKYREAL) {
|
|
|
|
MTC_Mat3MulVecfl(R.imat, lo);
|
|
|
|
SWAP(float, lo[1], lo[2]);
|
|
|
|
}
|
|
do_sky_tex(rco, lo, dxyview, hor, zen, &blend);
|
|
}
|
|
|
|
if(blend>1.0) blend= 1.0;
|
|
blendm= 1.0-blend;
|
|
|
|
/* No clipping, no conversion! */
|
|
if(R.wrld.skytype & WO_SKYBLEND) {
|
|
colf[0] = (blendm*hor[0] + blend*zen[0]);
|
|
colf[1] = (blendm*hor[1] + blend*zen[1]);
|
|
colf[2] = (blendm*hor[2] + blend*zen[2]);
|
|
} else {
|
|
/* Done when a texture was grabbed. */
|
|
colf[0]= hor[0];
|
|
colf[1]= hor[1];
|
|
colf[2]= hor[2];
|
|
}
|
|
}
|
|
|
|
|
|
/* eof */
|