* 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

@@ -107,13 +107,15 @@ public:
void wait();
bool ready_to_reset();
void reset(int w, int h);
void reset(int w, int h, int passes);
void set_passes(int passes);
protected:
struct DelayedReset {
thread_mutex mutex;
bool do_reset;
int w, h;
int passes;
} delayed_reset;
void run();
@@ -123,15 +125,15 @@ protected:
void tonemap();
void path_trace(Tile& tile);
void reset_(int w, int h);
void reset_(int w, int h, int passes);
void run_cpu();
bool draw_cpu(int w, int h);
void reset_cpu(int w, int h);
void reset_cpu(int w, int h, int passes);
void run_gpu();
bool draw_gpu(int w, int h);
void reset_gpu(int w, int h);
void reset_gpu(int w, int h, int passes);
TileManager tile_manager;
bool device_use_gl;