Enumerations for DNA_ID.h.
void ED_render_clear_mtex_copybuf()
void ED_preview_ensure_dbase(bool with_gpencil)
World * ED_preview_prepare_world(Main *pr_main, const Scene *scene, const World *world, ID_Type id_type, ePreviewRenderMethod pr_method)
void ED_preview_free_dbase()
Scene * ED_render_job_get_scene(const bContext *C)
void ED_render_view3d_update(Depsgraph *depsgraph, wmWindow *window, ScrArea *area, bool updated)
void ED_render_engine_area_exit(Main *bmain, ScrArea *area)
void ED_render_internal_init()
void ED_preview_draw(const bContext *C, void *idp, void *parentp, void *slotp, uiPreview *ui_preview, rcti *rect)
void ED_operatortypes_render()
Scene * ED_render_job_get_current_scene(const bContext *C)
bool ED_preview_id_is_supported(const ID *id, const char **r_disabled_hint=nullptr)
void ED_render_id_flush_update(const DEGEditorUpdateContext *update_ctx, ID *id)
void ED_preview_restart_queue_work(const bContext *C)
void ED_render_engine_changed(Main *bmain, bool update_scene_data)
void ED_preview_restart_queue_add(ID *id, enum eIconSizes size)
void ED_preview_icon_job(const bContext *C, PreviewImage *prv_img, ID *id, enum eIconSizes icon_size, bool delay)
void ED_preview_icon_render(const bContext *C, Scene *scene, PreviewImage *prv_img, ID *id, enum eIconSizes icon_size)
bool ED_check_engine_supports_preview(const Scene *scene)
void ED_preview_kill_jobs(wmWindowManager *wm, Main *bmain)
void ED_preview_shader_job(const bContext *C, void *owner, ID *id, ID *parent, MTex *slot, int sizex, int sizey, ePreviewRenderMethod method)
void ED_previews_tag_dirty_by_id(const Main &bmain, const ID &id)
void ED_render_view_layer_changed(Main *bmain, bScreen *screen)
void ED_preview_restart_queue_free()
const char * ED_preview_collection_name(ePreviewType pr_type)
void ED_preview_set_visibility(Main *pr_main, Scene *scene, ViewLayer *view_layer, ePreviewType pr_type, ePreviewRenderMethod pr_method)
void ED_render_scene_update(const DEGEditorUpdateContext *update_ctx, bool updated)
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a psychedelic color texture Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between world
BPy_StructRNA * depsgraph
static DBVT_INLINE btScalar size(const btDbvtVolume &a)