Cycles: merge of changes from tomato branch.
Regular rendering now works tiled, and supports save buffers to save memory during render and cache render results. Brick texture node by Thomas. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Brick_Texture Image texture Blended Box Mapping. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Image_Texture http://mango.blender.org/production/blended_box/ Various bug fixes by Sergey and Campbell. * Fix for reading freed memory in some node setups. * Fix incorrect memory read when synchronizing mesh motion. * Fix crash appearing when direct light usage is different on different layers. * Fix for vector pass gives wrong result in some circumstances. * Fix for wrong resolution used for rendering Render Layer node. * Option to cancel rendering when doing initial synchronization. * No more texture limit when using CPU render. * Many fixes for new tiled rendering.
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@@ -86,9 +86,14 @@ typedef struct RenderEngine {
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int flag;
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struct Object *camera_override;
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int tile_x;
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int tile_y;
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struct Render *re;
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ListBase fullresult;
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char *text;
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int resolution_x, resolution_y;
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} RenderEngine;
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RenderEngine *RE_engine_create(RenderEngineType *type);
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@@ -97,9 +102,9 @@ void RE_engine_free(RenderEngine *engine);
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void RE_layer_load_from_file(struct RenderLayer *layer, struct ReportList *reports, const char *filename, int x, int y);
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void RE_result_load_from_file(struct RenderResult *result, struct ReportList *reports, const char *filename);
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struct RenderResult *RE_engine_begin_result(RenderEngine *engine, int x, int y, int w, int h);
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struct RenderResult *RE_engine_begin_result(RenderEngine *engine, int x, int y, int w, int h, const char *layername);
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void RE_engine_update_result(RenderEngine *engine, struct RenderResult *result);
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void RE_engine_end_result(RenderEngine *engine, struct RenderResult *result);
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void RE_engine_end_result(RenderEngine *engine, struct RenderResult *result, int cancel);
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int RE_engine_test_break(RenderEngine *engine);
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void RE_engine_update_stats(RenderEngine *engine, const char *stats, const char *info);
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