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[MANTA] r815 - in branches/vertical: Interface Model/Materials Model/Textures


Chronological Thread 
  • From: sparker@sci.utah.edu
  • To: manta@sci.utah.edu
  • Subject: [MANTA] r815 - in branches/vertical: Interface Model/Materials Model/Textures
  • Date: Wed, 4 Jan 2006 13:20:04 -0700 (MST)

Author: sparker
Date: Wed Jan  4 13:19:57 2006
New Revision: 815

Modified:
   branches/vertical/Interface/RayPacket.h
   branches/vertical/Model/Materials/AmbientOcclusion.cc
   branches/vertical/Model/Materials/AmbientOcclusion.h
   branches/vertical/Model/Materials/CMakeLists.txt
   branches/vertical/Model/Materials/Dielectric.cc
   branches/vertical/Model/Materials/Flat.cc
   branches/vertical/Model/Materials/Lambertian.cc
   branches/vertical/Model/Materials/MetalMaterial.cc
   branches/vertical/Model/Materials/NormalMaterial.cc
   branches/vertical/Model/Materials/Phong.cc
   branches/vertical/Model/Textures/CMakeLists.txt
Log:
More conversion


Modified: branches/vertical/Interface/RayPacket.h
==============================================================================
--- branches/vertical/Interface/RayPacket.h     (original)
+++ branches/vertical/Interface/RayPacket.h     Wed Jan  4 13:19:57 2006
@@ -419,7 +419,20 @@
       
       flags |= HaveNormals;
     }
-
+    void normalizeNormals()
+    {
+      if(flags & HaveUnitNormals)
+        return;
+      for(int i=rayBegin;i<rayEnd;i++){
+        Real sum = 0;
+        for(int j=0;j<3;j++)
+          sum += data->normal[j][i] * data->normal[j][i];
+        Real scale = 1/SCIRun::Sqrt(sum);
+        for(int j=0;j<3;j++)
+          data->normal[j][i] *= scale;
+      }
+      flags |= HaveUnitNormals;
+    }
 
     // Hit positions
     Point getHitPosition(int which) const

Modified: branches/vertical/Model/Materials/AmbientOcclusion.cc
==============================================================================
--- branches/vertical/Model/Materials/AmbientOcclusion.cc       (original)
+++ branches/vertical/Model/Materials/AmbientOcclusion.cc       Wed Jan  4 
13:19:57 2006
@@ -9,69 +9,67 @@
 #include <SCIRun/Core/Math/Trig.h>
 
 using namespace Manta;
+using SCIRun::Sqrt;
 
 // TODO: sort the rays generated in generateDirections to make them more
 // coherent for ray packets.
 
 AmbientOcclusion::AmbientOcclusion(const Color& color, float cutoff_dist, 
int num_dirs)
 {
-    colortex = new Constant<Color>(color);
-    cutoff = cutoff_dist;
-    num_directions = num_dirs;
-    inv_num_directions = 1.f/float(num_directions);
-    generateDirections();
+  colortex = new Constant<Color>(color);
+  cutoff = cutoff_dist;
+  inv_num_directions = 1.f/float(num_dirs);
+  generateDirections(num_dirs);
 }
 
-AmbientOcclusion::AmbientOcclusion(const Texture<Color>* color, float 
cutoff_dist, int num_dirs) : colortex(color), cutoff(cutoff_dist), 
num_directions(num_dirs)
+AmbientOcclusion::AmbientOcclusion(const Texture<Color>* color, float 
cutoff_dist, int num_dirs) 
+  : colortex(color), cutoff(cutoff_dist)
 {
-    inv_num_directions = 1.f/float(num_directions);
-    generateDirections();
+  inv_num_directions = 1.f/float(num_directions);
+  generateDirections(num_dirs);
 }
 
 AmbientOcclusion::~AmbientOcclusion()
 {
-    if (directions) delete[] directions;
 }
 
-void AmbientOcclusion::generateDirections()
-
+void AmbientOcclusion::generateDirections(int num_directions)
 {
-    directions = new Vector[num_directions];
-    MT_RNG rng;
-    // generate cosine weighted directions
-    for ( int i = 0; i < num_directions; i++ )
-    {
-        double r1 = rng.genRealRand<double>();
-        double r2 = rng.genRealRand<double>();
-
-        double phi = 2.0 * Pi * r1;
-        double r   = sqrt(r2);
-        double x   = r * Cos(phi);
-        double y   = r * Sin(phi);
-        double z   = 1.0 - x*x - y*y;
-        z = (z > 0.0) ? sqrt(z) : 0.0;
+  directions.resize(num_directions);
+  MT_RNG rng;
+  // generate cosine weighted directions
+  for ( int i = 0; i < num_directions; i++ )
+  {
+    double r1 = rng.genRealRand<double>();
+    double r2 = rng.genRealRand<double>();
+
+    double phi = 2.0 * Pi * r1;
+    double r   = sqrt(r2);
+    double x   = r * Cos(phi);
+    double y   = r * Sin(phi);
+    double z   = 1.0 - x*x - y*y;
+    z = (z > 0.0) ? Sqrt(z) : 0.0;
 
-        directions[i] = Vector(x, y, z);
-    }
+    directions[i] = Vector(x, y, z);
+  }
 }
 
 void AmbientOcclusion::shade(const RenderContext& context, RayPacket& rays) 
const
 {
-    // Compute normals
-    rays.computeNormals(context);
-    rays.computeHitPositions();
-
-    // Compute colors
-    Color colors[RayPacket::MaxSize];
-    colortex->mapValues(context, rays, colors);
-
-    RayPacketData data;
-    int start = 0;
-    do
-    {
-        RayPacket shadowRays(data, 0, rays.getDepth(), 0);
-        int end = context.shadowAlgorithm->computeShadows(context, 
activeLights,
-                                                          rays, start, 
shadowRays);
+  // Compute normals
+  rays.computeNormals(context);
+  rays.computeHitPositions();
+
+  // Compute colors
+  Color colors[RayPacket::MaxSize];
+  colortex->mapValues(context, rays, colors);
+
+  RayPacketData data;
+  int start = 0;
+  do {
+    RayPacket shadowRays(data, 0, rays.getDepth(), 0);
+    int end = context.shadowAlgorithm->computeShadows(context, activeLights,
+                                                      rays, start, 
shadowRays);
         shadowRays.normalizeDirections();
         for(int i=start;i<end;i++)
         {

Modified: branches/vertical/Model/Materials/AmbientOcclusion.h
==============================================================================
--- branches/vertical/Model/Materials/AmbientOcclusion.h        (original)
+++ branches/vertical/Model/Materials/AmbientOcclusion.h        Wed Jan  4 
13:19:57 2006
@@ -4,30 +4,30 @@
 #include <Model/Materials/LitMaterial.h>
 #include <Core/Color/Color.h>
 #include <Interface/Texture.h>
+#include <vector>
 
 namespace Manta
 {
-    class LightSet;
+  class LightSet;
 
-    class AmbientOcclusion : public LitMaterial
-    {
-    public:
-        AmbientOcclusion(const Color& color, float cutoff_dist, int 
num_dirs);
-        AmbientOcclusion(const Texture<Color>* color, float cutoff_dist, int 
num_dirs);
-        AmbientOcclusion() {  }
-        ~AmbientOcclusion();
+  class AmbientOcclusion : public LitMaterial
+  {
+  public:
+    AmbientOcclusion(const Color& color, float cutoff_dist, int num_dirs);
+    AmbientOcclusion(const Texture<Color>* color, float cutoff_dist, int 
num_dirs);
+    AmbientOcclusion() {  }
+    ~AmbientOcclusion();
 
-        void generateDirections();
-
-        // generate the directions
-        void shade(const RenderContext& context, RayPacket& rays) const;
+    void generateDirections();
+    
+    // generate the directions
+    void shade(const RenderContext& context, RayPacket& rays) const;
     private:
-        const Texture<Color>* colortex;
-        float cutoff;
-        Vector* directions;
-        int num_directions;
-        float inv_num_directions;
-    };
+    const Texture<Color>* colortex;
+    float cutoff;
+    std::vector<Vector> directions;
+    float inv_num_directions;
+  };
 }
 
 #endif

Modified: branches/vertical/Model/Materials/CMakeLists.txt
==============================================================================
--- branches/vertical/Model/Materials/CMakeLists.txt    (original)
+++ branches/vertical/Model/Materials/CMakeLists.txt    Wed Jan  4 13:19:57 
2006
@@ -4,18 +4,18 @@
      #Materials/AmbientOcclusion.cc
      Materials/Checker.h
      Materials/Checker.cc
-     #Materials/Dielectric.h
-     #Materials/Dielectric.cc
-     #Materials/Flat.h
-     #Materials/Flat.cc
-     #Materials/Lambertian.h
-     #Materials/Lambertian.cc
+     Materials/Dielectric.h
+     Materials/Dielectric.cc
+     Materials/Flat.h
+     Materials/Flat.cc
+     Materials/Lambertian.h
+     Materials/Lambertian.cc
      Materials/LitMaterial.h
      Materials/LitMaterial.cc
-     #Materials/MetalMaterial.h
-     #Materials/MetalMaterial.cc
-     #Materials/NormalMaterial.h
-     #Materials/NormalMaterial.cc # Shade the material using it's normal.
+     Materials/MetalMaterial.h
+     Materials/MetalMaterial.cc
+     Materials/NormalMaterial.h
+     Materials/NormalMaterial.cc # Shade the material using it's normal.
      Materials/Phong.h
      Materials/Phong.cc
      )

Modified: branches/vertical/Model/Materials/Dielectric.cc
==============================================================================
--- branches/vertical/Model/Materials/Dielectric.cc     (original)
+++ branches/vertical/Model/Materials/Dielectric.cc     Wed Jan  4 13:19:57 
2006
@@ -55,12 +55,9 @@
 
 void Dielectric::shade(const RenderContext& context, RayPacket& rays) const
 {
-  if(rays.getDepth() >= context.scene->getRenderParameters().maxDepth)
-  {
-    for(int i=0;i<rays.getSize();i++)
-    {
-      rays.setResult(i, Color::black());
-    }
+  if(rays.getDepth() >= context.scene->getRenderParameters().maxDepth) {
+    for(int i=rays.begin();i<rays.end();i++)
+      rays.setColor(i, Color::black());
     return;
   }
 
@@ -80,9 +77,10 @@
   RayPacketData reflected_data;
   RayPacketData refracted_data;
 
-  RayPacket reflected_rays(reflected_data, 0, rays.getDepth()+1, 
RayPacket::NormalizedDirections);
-  RayPacket refracted_rays(refracted_data, 0, rays.getDepth()+1, 
RayPacket::NormalizedDirections);
+  RayPacket reflected_rays(reflected_data, 0, 0, rays.getDepth()+1, 
RayPacket::NormalizedDirections);
+  RayPacket refracted_rays(refracted_data, 0, 0, rays.getDepth()+1, 
RayPacket::NormalizedDirections);
 
+  Color results[RayPacket::MaxSize];
   Color refl_attenuation[RayPacket::MaxSize];
   Color refr_attenuation[RayPacket::MaxSize];
 
@@ -94,44 +92,40 @@
   Real cutoff = localCutoffScale * 
context.scene->getRenderParameters().importanceCutoff;
 
   // Compute coefficients and set up raypackets
-  for(int i=0;i<rays.getSize();i++)
-  {
-    RayPacket::Element& e = rays.get(i);
-    e.color = Color::black();
+  for(int i=rays.begin();i<rays.end();i++) {
+    results[i] = Color::black();
 
-    Real n_dot_v = Dot(e.normal, e.ray.direction());
+    Vector rayD = rays.getDirection(i);
+    Vector normal = rays.getNormal(i);
+    Real n_dot_v = Dot(normal, rayD);
     Real eta_tmp_inv;
     bool was_incoming = ( n_dot_v < 0 );
     Color beers_color;
-    if ( was_incoming )
-    {
+    if ( was_incoming ) {
       eta_tmp_inv = nt_values[i]/n_values[i];
       n_dot_v = -n_dot_v;
       beers_color = Color::white();
-    }
-    else
-    {
-      e.normal = -e.normal;
+    } else {
+      normal = -normal;
       eta_tmp_inv = n_values[i]/nt_values[i];
-      beers_color = sigma_a_values[i].Pow(e.hitInfo.minT());
+      beers_color = sigma_a_values[i].Pow(rays.getMinT(i));
     }
 
     Real cosine_sq = 1 + (n_dot_v*n_dot_v - 1) * (eta_tmp_inv*eta_tmp_inv);
-    if ( cosine_sq <= 0 )
-    {
+    Color in_importance = rays.getImportance(i);
+    Point hitpos = rays.getHitPosition(i);
+    if ( cosine_sq <= 0 ) {
       // total internal reflection - no attenuation
-      RayPacket::Element& r = reflected_rays.get(num_refl);
-      r.importance = e.importance * beers_color;
-      if(r.importance.luminance() > cutoff){
-        Vector refl_dir = e.ray.direction() + 2*n_dot_v*e.normal;
-        r.ray.set(e.hitPosition, refl_dir);
+      Color refl_importance = in_importance * beers_color;
+      if(refl_importance.luminance() > cutoff){
+        rays.setImportance(num_refl, refl_importance);
+        Vector refl_dir = rayD + 2*n_dot_v*normal;
+        reflected_rays.setRay(num_refl, hitpos, refl_dir);
         refl_source[num_refl] = i;
         refl_attenuation[num_refl] = beers_color;
         num_refl++;
       }
-    }
-    else
-    {
+    } else {
       Real cosine = Sqrt(cosine_sq);
       Real k = 1 - cosine;
       k*=(k*k)*(k*k);
@@ -142,23 +136,23 @@
 
       // Possibly create refraction ray
       refr_attenuation[num_refr] = beers_color * (1-R);
-      RayPacket::Element& refr = refracted_rays.get(num_refr);
-      refr.importance = e.importance * refr_attenuation[num_refr];
-      if(refr.importance.luminance() > cutoff){
-        Vector refr_dir = (e.ray.direction()*eta_tmp_inv +
-                           (n_dot_v*eta_tmp_inv - cosine) * e.normal);
-        refr.ray.set(e.hitPosition, refr_dir);
+      Color refr_importance = in_importance * refr_attenuation[num_refr];
+      if(refr_importance.luminance() > cutoff){
+        refracted_rays.setImportance(num_refr, refr_importance);
+        Vector refr_dir = rayD*eta_tmp_inv +
+                          (n_dot_v*eta_tmp_inv - cosine) * normal;
+        refracted_rays.setRay(num_refr, hitpos, refr_dir);
         refr_source[num_refr] = i;
         num_refr++;
       }
 
       // Possibly create reflection ray
       refl_attenuation[num_refl] = beers_color * R;
-      RayPacket::Element& refl = reflected_rays.get(num_refl);
-      refl.importance = e.importance * refl_attenuation[num_refl];
-      if(refl.importance.luminance() > cutoff){
-        Vector refl_dir = e.ray.direction() + (2*n_dot_v)*e.normal;
-        refl.ray.set(e.hitPosition, refl_dir);
+      Color refl_importance = in_importance * refl_attenuation[num_refl];
+      if(refl_importance.luminance() > cutoff){
+        reflected_rays.setImportance(num_refl, refl_importance);
+        Vector refl_dir = rayD + (2*n_dot_v)*normal;
+        reflected_rays.setRay(num_refl, hitpos, refl_dir);
         refl_source[num_refl] = i;
         num_refl++;
       }
@@ -177,15 +171,9 @@
 
   // compute their results
   for (int i = 0; i < num_refl; i++)
-  {
-    RayPacket::Element& r = reflected_rays.get(i);
-    RayPacket::Element& e = rays.get(refl_source[i]);
-    e.color += refl_attenuation[i] * r.color;
-  }
+    results[refl_source[i]] += refl_attenuation[i] * 
reflected_rays.getColor(i);
   for (int i = 0; i < num_refr; i++)
-  {
-    RayPacket::Element& r = refracted_rays.get(i);
-    RayPacket::Element& e = rays.get(refr_source[i]);
-    e.color += refr_attenuation[i] * r.color;
-  }
+    results[refr_source[i]] += refr_attenuation[i] * 
refracted_rays.getColor(i);
+  for(int i = rays.begin(); i < rays.end(); i++)
+    rays.setColor(i, results[i]);
 }

Modified: branches/vertical/Model/Materials/Flat.cc
==============================================================================
--- branches/vertical/Model/Materials/Flat.cc   (original)
+++ branches/vertical/Model/Materials/Flat.cc   Wed Jan  4 13:19:57 2006
@@ -63,8 +63,6 @@
   colortex->mapValues(context, rays, colors);
 
   // Copy the colors into the ray packet.
-  for(int i=0;i<rays.getSize();i++) {
-    
-    rays.setResult( i, colors[i] );
-  }
+  for(int i=rays.begin();i<rays.end();i++)
+    rays.setColor( i, colors[i] );
 }

Modified: branches/vertical/Model/Materials/Lambertian.cc
==============================================================================
--- branches/vertical/Model/Materials/Lambertian.cc     (original)
+++ branches/vertical/Model/Materials/Lambertian.cc     Wed Jan  4 13:19:57 
2006
@@ -34,37 +34,58 @@
   rays.computeNormals(context);
 
   // Compute colors
-  Color colors[RayPacket::MaxSize];
-  colortex->mapValues(context, rays, colors);
+  Color diffuse[RayPacket::MaxSize];
+  colortex->mapValues(context, rays, diffuse);
 
   // Compute ambient contributions for all rays
-  activeLights->getAmbientLight()->computeAmbient(context, rays);
+  ColorArray totalLight;
+  activeLights->getAmbientLight()->computeAmbient(context, rays, totalLight);
 
   // We normalized directions for proper dot product computation.
   rays.normalizeDirections();
 
-  RayPacketData data;
-  int start = 0;
-
+  ShadowAlgorithm::StateBuffer stateBuffer;
+  bool firstTime = true;
+  bool done;
+  int count = 0;
   do {
-    RayPacket shadowRays(data, 0, rays.getDepth(), 0);
-    int end = context.shadowAlgorithm->computeShadows(context, activeLights,
-                                                     rays, start, 
shadowRays);
-    // We normalized directions for proper dot product computation.
+    int map[RayPacket::MaxSize];
+    RayPacketData shadowData;
+    RayPacket shadowRays(shadowData, 0, 0, rays.getDepth(), 0);
+
+    // Call the shadowalgorithm(sa) to generate shadow rays.  We may not be
+    // able to compute all of them, so we pass along a buffer for the sa
+    // object to store it's state.  The firstTime flag tells the sa to fill
+    // in the state rather than using anything in the state buffer.  Most
+    // sas will only need to store an int or two in the statebuffer.
+    done = context.shadowAlgorithm->computeShadows(context, activeLights,
+                                                   rays, map, shadowRays,
+                                                   firstTime, stateBuffer);
+
+    // We need normalized directions for proper dot product computation.
     shadowRays.normalizeDirections();
 
-      for(int i=start;i<end;i++){
-        RayPacket::Element& e = rays.get(i);
-        Color totalLight(e.ambientLight);
-        for(int j=e.shadowBegin;j<e.shadowEnd;j++){
-          RayPacket::Element& s = shadowRays.get(j);
-          if(!s.hitInfo.wasHit()){
-            ColorComponent cos_theta = Dot(s.ray.direction(), e.normal);
-            totalLight += s.light*cos_theta;
-          }
-        }
-        rays.setResult(i, colors[i]*totalLight);
+    for(int j=shadowRays.begin(); j < shadowRays.end(); j++){
+      if(!shadowRays.wasHit(j)){
+        // Not in shadow, so compute the direct and specular contributions.
+        int to = map[j];
+        Vector normal = rays.getNormal(to);
+        Vector shadowdir = shadowRays.getDirection(j);
+        ColorComponent cos_theta = Dot(shadowdir, normal);
+        Color light = shadowRays.getColor(j);
+        for(int k = 0; k < Color::NumComponents;k++)
+          totalLight[k][to] += light[k]*cos_theta;
       }
-    start = end;
-  } while(start < rays.getSize());
+    }
+    firstTime = false;
+  } while(!done);
+
+  // Sum up diffuse/specular contributions
+  for(int i = rays.begin(); i < rays.end(); i++){
+    Color result;
+    for(int j=0;j<Color::NumComponents;j++)
+      result[j] = totalLight[j][i] * diffuse[i][j];
+    rays.setColor(i, result);
+  }
+
 }

Modified: branches/vertical/Model/Materials/MetalMaterial.cc
==============================================================================
--- branches/vertical/Model/Materials/MetalMaterial.cc  (original)
+++ branches/vertical/Model/Materials/MetalMaterial.cc  Wed Jan  4 13:19:57 
2006
@@ -40,25 +40,21 @@
   
     rays.computeHitPositions();
     RayPacketData rdata;
-    RayPacket refl_rays(rdata, rays.getSize(), rays.getDepth()+1,
+    RayPacket refl_rays(rdata, rays.begin(), rays.end(), rays.getDepth()+1,
                         RayPacket::NormalizedDirections);
-    for(int i=0;i<rays.getSize();i++)
-      {  
-        RayPacket::Element& e = rays.get(i);
-        Vector refl_dir = e.ray.direction() - e.normal*(2*Dot(e.normal, 
e.ray.direction()));
-        RayPacket::Element& r = refl_rays.get(i);
-        r.ray.set(e.hitPosition,  refl_dir);
-        r.importance = e.importance;
-      }
+    for(int i=rays.begin();i<rays.end();i++) {  
+      Vector rayD = rays.getDirection(i);
+      Vector normal = rays.getNormal(i);
+      Vector refl_dir = rayD - normal*(2*Dot(normal, rayD));
+      refl_rays.setRay(i, rays.getHitPosition(i),  refl_dir);
+      refl_rays.setImportance(i, rays.getImportance(i));
+    }
     
-    refl_rays.resetHit();
+    refl_rays.resetHits();
     context.renderer->traceRays(context, refl_rays);
-    for(int i=0;i<rays.getSize();i++) {
-      RayPacket::Element& e = rays.get(i);
-      RayPacket::Element& r = refl_rays.get(i);
-
+    for(int i=rays.begin();i<rays.end();i++) {
       // compute Schlick Fresnel approximation
-      Real cosine = -Dot(e.normal, e.ray.direction());
+      Real cosine = -Dot(rays.getNormal(i), rays.getDirection(i));
       if(cosine < 0) cosine =-cosine;
       Real k = 1 - cosine;
       k*=k*k*k*k;
@@ -69,12 +65,11 @@
       ColorComponent kc = (ColorComponent)k;
       Color R = specular[i] * (1-kc) + Color::white()*kc;
 
-      e.color = R * r.color;
+      rays.setColor(i, R * refl_rays.getColor(i));
     }
   } else {
     // Stuff black in it.
-    for(int i=0;i<rays.getSize();i++) {
-      rays.setResult(i, Color::black());
-    }
+    for(int i=rays.begin();i<rays.end();i++) 
+      rays.setColor(i, Color::black());
   }
 }

Modified: branches/vertical/Model/Materials/NormalMaterial.cc
==============================================================================
--- branches/vertical/Model/Materials/NormalMaterial.cc (original)
+++ branches/vertical/Model/Materials/NormalMaterial.cc Wed Jan  4 13:19:57 
2006
@@ -8,15 +8,15 @@
 
 void NormalMaterial::shade( const RenderContext &context, RayPacket &rays) 
const {
        
-       // Compute the normal for each ray.
-       rays.computeNormals( context );
+  // Compute the normal for each ray.
+  rays.computeNormals( context );
        
-       // Iterate over the packet and set the colors.
-       for (int i=0;i<rays.getSize();++i) {
+  // Iterate over the packet and set the colors.
+  for (int i=rays.begin();i<rays.end();++i) {
 
     // Copy the normal out.
-    Vector normal = rays.get(i).normal;
-    rays.setResult( i, Color( RGB( normal[0],normal[1], normal[2] )) );
+    Vector normal = rays.getNormal(i);
+    rays.setColor( i, Color( RGB( normal[0],normal[1], normal[2] )) );
                
 #if 0
     // Add a wireframe.

Modified: branches/vertical/Model/Materials/Phong.cc
==============================================================================
--- branches/vertical/Model/Materials/Phong.cc  (original)
+++ branches/vertical/Model/Materials/Phong.cc  Wed Jan  4 13:19:57 2006
@@ -76,14 +76,13 @@
   // We need normalized directions for proper dot product computation.
   rays.normalizeDirections();
 
-  RayPacketData shadowData;
-  int map[RayPacket::MaxSize];
-
   ShadowAlgorithm::StateBuffer stateBuffer;
   bool firstTime = true;
   bool done;
   int count = 0;
   do {
+    int map[RayPacket::MaxSize];
+    RayPacketData shadowData;
     RayPacket shadowRays(shadowData, 0, 0, rays.getDepth(), 0);
 
     // Call the shadowalgorithm(sa) to generate shadow rays.  We may not be

Modified: branches/vertical/Model/Textures/CMakeLists.txt
==============================================================================
--- branches/vertical/Model/Textures/CMakeLists.txt     (original)
+++ branches/vertical/Model/Textures/CMakeLists.txt     Wed Jan  4 13:19:57 
2006
@@ -5,18 +5,18 @@
      Textures/CheckerTexture.h
      Textures/Constant.cc
      Textures/Constant.h
-     #Textures/ImageTexture.cc
-     #Textures/ImageTexture.h
-     #Textures/MarbleTexture.cc
-     #Textures/MarbleTexture.h
-     #Textures/OakTexture.cc
-     #Textures/OakTexture.h
-     #Textures/TexCoordTexture.cc
-     #Textures/TexCoordTexture.h
-     #Textures/TriVerTexture.cc
-     #Textures/TriVerTexture.h
-     #Textures/WoodTexture.cc
-     #Textures/WoodTexture.h
+     Textures/ImageTexture.cc
+     Textures/ImageTexture.h
+     Textures/MarbleTexture.cc
+     Textures/MarbleTexture.h
+     Textures/OakTexture.cc
+     Textures/OakTexture.h
+     Textures/TexCoordTexture.cc
+     Textures/TexCoordTexture.h
+     Textures/TriVerTexture.cc
+     Textures/TriVerTexture.h
+     Textures/WoodTexture.cc
+     Textures/WoodTexture.h
      )
 
 




  • [MANTA] r815 - in branches/vertical: Interface Model/Materials Model/Textures, sparker, 01/04/2006

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