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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

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March, 20161

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FilenameTotal Edits
convertblender.c1
render_types.h1
GPU_material.h1
DNA_lamp_types.h1
lamp.c1
properties_data_lamp.py1
gpu_material.c1
RAS_ILightObject.h1
gpu_shader_material.glsl1
RAS_OpenGLLight.cpp1

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Revision 861616b by Jack Andersen / Antony Riakiotakis (master)
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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