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