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.
This commit is contained in:
@@ -47,6 +47,7 @@ public:
|
||||
~RenderBuffers();
|
||||
|
||||
void reset(Device *device, int width, int height);
|
||||
float4 *copy_from_device(float exposure, int pass);
|
||||
|
||||
protected:
|
||||
void device_free();
|
||||
@@ -67,6 +68,8 @@ public:
|
||||
with progressive render we can be using only a subset of the buffer.
|
||||
if these are zero, it means nothing can be drawn yet */
|
||||
int draw_width, draw_height;
|
||||
/* draw alpha channel? */
|
||||
bool transparent;
|
||||
/* byte buffer for tonemapped result */
|
||||
device_vector<uchar4> rgba;
|
||||
/* mutex, must be locked manually by callers */
|
||||
@@ -83,6 +86,7 @@ public:
|
||||
bool draw_ready();
|
||||
|
||||
protected:
|
||||
void draw_transparency_grid();
|
||||
void device_free();
|
||||
|
||||
Device *device;
|
||||
|
Reference in New Issue
Block a user