Blender Git Statistics -> Developers -> jackoalan
Jack Andersen (jackoalan)
Total Commits : 1
Master Commits : 1
Branch Commits : 0
First Commit : March 13, 2016
Latest Commit : March 13, 2016
Commits by Month
Date | Number of Commits | |
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March, 2016 | 1 |
Favourite Files
Filename | Total Edits |
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properties_data_lamp.py | 1 |
gpu_material.c | 1 |
RAS_ILightObject.h | 1 |
gpu_shader_material.glsl | 1 |
RAS_OpenGLLight.cpp | 1 |
rna_lamp.c | 1 |
shadeoutput.c | 1 |
BL_BlenderDataConversion.cpp | 1 |
convertblender.c | 1 |
render_types.h | 1 |
File Changes
Action | Total | Per Commit |
---|---|---|
Modified | 13 | 13.0 |
Code Changes
Action | Total | Per Commit |
---|---|---|
Lines Added | 89 | 89.0 |
Lines Removed | 9 | 9.0 |
Latest commits
March 13, 2016, 01:05 (GMT) |
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 |
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