Campbell Barton
e12c08e8d1
ClangFormat: apply to source, most of intern
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
Sergey Sharybin
cb4b5e12ab
Cycles: Cleanup, spacing after preprocessor
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It is supposed to be two spaces before comment stating which if
else/endif statements corresponds to. Was mainly violated in the
header guards.
2018-11-09 11:34:54 +01:00
Sergey Sharybin
d1a761c4d4
Cycles: Fix compilation error of standalone application
2017-11-13 10:49:05 +01:00
Sergey Sharybin
42dff6cc2e
Cycles: Fix compilation error with OIIO compiled against system PugiXML
2017-11-13 10:42:29 +01:00
Sergey Sharybin
db7a78a2be
Cycles: Fix compilation error with latest OIIO
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There was some changes about namespaces, which causes ambiguities.
Replaces using namespace with an explicit symbols we need. Is good idea to NOT
pull in the whole namespace anyway!
2017-11-10 10:04:33 +01:00
Sergey Sharybin
e0a809fb1d
Cycles: Fix compilation error when OIIO is compiled with external PugiXML parser
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Basic idea is to check whether OIIO is compiled with embedded PugiXML parser
and if so use PugiXML from OIIO, otherwise find a standalone PugiXML library.
2015-01-01 01:31:07 +05:00
Thomas Dinges
ee36e75b85
Cleanup: Fix Cycles Apache header.
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This was already mixed a bit, but the dot belongs there.
2014-12-25 02:50:24 +01:00
Brecht Van Lommel
b9ce231060
Cycles: relicense GNU GPL source code to Apache version 2.0.
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More information in this post:
http://code.blender.org/
Thanks to all contributes for giving their permission!
2013-08-18 14:16:15 +00:00
Ton Roosendaal
da376e0237
Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
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Cycles uses code from some great open source projects, many thanks them:
* BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs":
http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/
* Open Shading Language for a large part of the shading system:
http://code.google.com/p/openshadinglanguage/
* Blender for procedural textures and a few other nodes.
* Approximate Catmull Clark subdivision from NVidia Mesh tools:
http://code.google.com/p/nvidia-mesh-tools/
* Sobol direction vectors from:
http://web.maths.unsw.edu.au/~fkuo/sobol/
* Film response functions from:
http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
2011-04-27 11:58:34 +00:00