forked from bartvdbraak/blender
Blender Internal:
* Remove some remaining (already commented) radiosity cruft.
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8d665ccdcc
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44f10d889e
@ -5,7 +5,7 @@ sources = env.Glob('intern/source/*.c')
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raysources = env.Glob('intern/raytrace/*.cpp')
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incs = 'intern/include #/intern/guardedalloc ../blenlib ../makesdna ../makesrna'
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incs += ' extern/include ../blenkernel ../radiosity/extern/include ../imbuf ../blenfont'
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incs += ' extern/include ../blenkernel ../imbuf ../blenfont'
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incs += ' ../include ../blenloader ../../../intern/smoke/extern ../../../intern/mikktspace ../bmesh'
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cflags_raytrace = env['CCFLAGS']
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@ -50,9 +50,6 @@ struct MTex;
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struct ImBuf;
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struct DerivedMesh;
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// RADIO REMOVED, Maybe this will be useful later
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//void RE_zbufferall_radio(struct RadView *vw, struct RNode **rg_elem, int rg_totelem, struct Render *re);
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/* particle.c, effect.c, editmesh_modes.c and brush.c, returns 1 if rgb, 0 otherwise */
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int externtex(struct MTex *mtex, const float vec[3], float *tin, float *tr, float *tg, float *tb, float *ta, const int thread);
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@ -4675,9 +4675,7 @@ void RE_Database_Free(Render *re)
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/* free orco */
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free_mesh_orco_hash(re);
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#if 0 /* radio can be redone better */
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end_radio_render();
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#endif
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end_render_materials(re->main);
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end_render_textures(re);
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@ -1854,7 +1854,7 @@ void shade_lamp_loop(ShadeInput *shi, ShadeResult *shr)
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}
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shr->alpha= shi->alpha;
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/* from now stuff everything in shr->combined: ambient, AO, radio, ramps, exposure */
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/* from now stuff everything in shr->combined: ambient, AO, ramps, exposure */
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if (!(ma->sss_flag & MA_DIFF_SSS) || !sss_pass_done(&R, ma)) {
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if (R.r.mode & R_SHADOW) {
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/* add AO in combined? */
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