blender/release
Jack Andersen 861616bf69 Full Inverse-Quadratic-Equation Lamp Falloff
This patch adds a new `falloff_type` ('Inverse Coefficients') for Lamps in
Blender-Internal and GLSL.

The current falloff modes use a formula like this inverse-square one:

`I = E × (D^2 / (D^2 + Q × r^2))`

While such a formula is simple for 3D-artists to use, it's algebraically
cumbersome to work with. Game-designers authoring their own shaders
could benefit much more by having direct control of falloff-coefficients:

`I = E × (1.0 / (coefC + coefL × r + coefQ × r^2))`

In this mode, the `distance` parameter is unused (except for 'Sphere'
mode); instead relying on the designer to mathematically-model the
falloff-behavior.

The UI has been patched like so:
{F153843}

Reviewers: brecht, psy-fi

Reviewed By: psy-fi

Subscribers: brita_, antidote, campbellbarton, psy-fi

Differential Revision: https://developer.blender.org/D1194
2016-03-13 02:05:36 +01:00
..
bin Simplify thumbnail blend parser 2015-08-17 12:37:38 +10:00
darwin Revert "OSX/cpack: add a dummy bg and ds_store for dmg" 2014-11-18 11:40:16 +01:00
datafiles 2.77 splash 2016-02-26 22:41:36 +11:00
freedesktop Update of our *nix .desktop file. 2015-08-27 16:31:13 +02:00
scripts Full Inverse-Quadratic-Equation Lamp Falloff 2016-03-13 02:05:36 +01:00
text Readme: tweaks to make it less hassle to edit 2015-03-13 00:34:27 +11:00
windows move windows out of source dir 2016-02-07 20:58:58 +11:00