Cycles:
* 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.
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@@ -31,6 +31,7 @@ CCL_NAMESPACE_BEGIN
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Background::Background()
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{
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transparent = false;
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need_update = true;
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}
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@@ -45,8 +46,9 @@ void Background::device_update(Device *device, DeviceScene *dscene, Scene *scene
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device_free(device, dscene);
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/* set shader index */
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/* set shader index and transparent option */
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KernelBackground *kbackground = &dscene->data.background;
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kbackground->transparent = transparent;
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kbackground->shader = scene->shader_manager->get_shader_id(scene->default_background);
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need_update = false;
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@@ -58,7 +60,7 @@ void Background::device_free(Device *device, DeviceScene *dscene)
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bool Background::modified(const Background& background)
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{
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return false;
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return !(transparent == background.transparent);
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}
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void Background::tag_update(Scene *scene)
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