Three fixes:

- Crash, caused by commit of 1 hour ago to fix 'All Z' render problem
- Bug: yesterday's fix for node material renders caused some issues with
  precalculating correct shadow.
- Composite Translate node: input sockets allowed multiple inputs
This commit is contained in:
Ton Roosendaal 2006-12-06 09:56:20 +00:00
parent 1c54c72eaa
commit 54e946e839
3 changed files with 5 additions and 6 deletions

@ -3118,8 +3118,8 @@ static bNodeType cmp_node_vecblur= {
static bNodeSocketType cmp_node_translate_in[]= {
{ SOCK_RGBA, 1, "Image", 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
{ SOCK_VALUE, 0, "X", 0.0f, 0.0f, 0.0f, 0.0f, -10000.0f, 10000.0f},
{ SOCK_VALUE, 0, "Y", 0.0f, 0.0f, 0.0f, 0.0f, -10000.0f, 10000.0f},
{ SOCK_VALUE, 1, "X", 0.0f, 0.0f, 0.0f, 0.0f, -10000.0f, 10000.0f},
{ SOCK_VALUE, 1, "Y", 0.0f, 0.0f, 0.0f, 0.0f, -10000.0f, 10000.0f},
{ -1, 0, "" }
};
static bNodeSocketType cmp_node_translate_out[]= {

@ -71,6 +71,7 @@ struct ShadeInputCopy {
short puno;
float vn[3], vno[3]; /* actual render normal, and a copy to restore it */
float n1[3], n2[3], n3[3]; /* vertex normals, corrected */
int mode; /* base material mode (OR-ed result of entire node tree) */
};
/* localized renderloop data */
@ -88,6 +89,7 @@ typedef struct ShadeInput
short puno;
float vn[3], vno[3]; /* actual render normal, and a copy to restore it */
float n1[3], n2[3], n3[3]; /* vertex normals, corrected */
int mode; /* base material mode (OR-ed result of entire node tree) */
/* internal face coordinates */
float u, v, dx_u, dx_v, dy_u, dy_v;
@ -109,9 +111,6 @@ typedef struct ShadeInput
int har;
float layerfac;
/* base material mode (OR-ed result of entire node tree) */
int mode;
/* texture coordinates */
float lo[3], gl[3], uv[3], ref[3], orn[3], winco[3], sticky[3], vcol[3], rad[3];
float refcol[4], displace[3];

@ -935,7 +935,7 @@ static void shade_samples_fill_with_ps(ShadeSample *ssamp, PixStr *ps, int x, in
ys= (float)y + R.jit[samp][1] + 0.5f;
if(shi_cp)
shade_input_copy_triangle(shi+1, shi);
shade_input_copy_triangle(shi, shi-1);
shi->mask= (1<<samp);
shade_input_set_viewco(shi, xs, ys, (float)ps->z);