* Add alpha pass output, to use set Transparent option in Film panel.
* Add Holdout closure (OSL terminology), this is like the Sky option in the
  internal renderer, objects with this closure show the background / zero
  alpha.
* Add option to use Gaussian instead of Box pixel filter in the UI.
* Remove camera response curves for now, they don't really belong here in
  the pipeline, should be moved to compositor.

* Output full float values for rendering now, previously was only byte precision.
* Add a patch from Thomas to get a preview passes option, but still disabled
  because it isn't quite working right yet.
* CUDA: don't compile shader graph evaluation inline.
* Convert tabs to spaces in python files.
This commit is contained in:
Brecht Van Lommel
2011-08-28 13:55:59 +00:00
parent d48e4fc92b
commit bae896691a
63 changed files with 1018 additions and 840 deletions

View File

@@ -148,7 +148,7 @@ CCL_NAMESPACE_BEGIN
/* Main Interpreter Loop */
__device void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ShaderType type, float randb, int path_flag)
__device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ShaderType type, float randb, int path_flag)
{
float stack[SVM_STACK_SIZE];
float closure_weight = 1.0f;
@@ -172,6 +172,8 @@ __device void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ShaderType type,
svm_node_closure_emission(sd);
else if(node.x == NODE_CLOSURE_BACKGROUND)
svm_node_closure_background(sd);
else if(node.x == NODE_CLOSURE_HOLDOUT)
svm_node_closure_holdout(sd);
else if(node.x == NODE_CLOSURE_SET_WEIGHT)
svm_node_closure_set_weight(sd, node.y, node.z, node.w);
else if(node.x == NODE_CLOSURE_WEIGHT)