Bounding box clipping in the render engine.
authorBrecht Van Lommel <brechtvanlommel@pandora.be>
Tue, 29 Jan 2008 12:20:42 +0000 (12:20 +0000)
committerBrecht Van Lommel <brechtvanlommel@pandora.be>
Tue, 29 Jan 2008 12:20:42 +0000 (12:20 +0000)
commit8e94028ed57861595e959d30476a74c48868a991
tree6e773858db822dba27b314f76356650a67418462
parent5bf5b030e5dd87d4ff80fc44a5b5fb242ad385c2
Bounding box clipping in the render engine.

Now bounding boxes are computed per object, and checked first before
zbuffering objects. For strands, bounding boxes are computed per
original face in the mesh. Overall the speed improvement from this
is quite small (zbuffering is rarely the bottleneck), but it seems a
sensible thing to do anyway.
source/blender/blenkernel/intern/particle_system.c
source/blender/render/intern/include/render_types.h
source/blender/render/intern/include/renderdatabase.h
source/blender/render/intern/include/strand.h
source/blender/render/intern/source/convertblender.c
source/blender/render/intern/source/renderdatabase.c
source/blender/render/intern/source/strand.c
source/blender/render/intern/source/zbuf.c