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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@@ -25,18 +25,17 @@ CCL_NAMESPACE_BEGIN
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TileManager::TileManager(bool progressive_, int passes_, int tile_size_, int min_size_)
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{
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progressive = progressive_;
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passes = passes_;
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tile_size = tile_size_;
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min_size = min_size_;
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reset(0, 0);
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reset(0, 0, 0);
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}
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TileManager::~TileManager()
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{
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}
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void TileManager::reset(int width_, int height_)
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void TileManager::reset(int width_, int height_, int passes_)
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{
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full_width = width_;
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full_height = height_;
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@@ -54,6 +53,8 @@ void TileManager::reset(int width_, int height_)
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}
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}
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passes = passes_;
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state.width = 0;
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state.height = 0;
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state.pass = -1;
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@@ -61,6 +62,11 @@ void TileManager::reset(int width_, int height_)
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state.tiles.clear();
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}
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void TileManager::set_passes(int passes_)
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{
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passes = passes_;
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}
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void TileManager::set_tiles()
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{
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int resolution = state.resolution;
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