> > > > Not sure what's wrong with SceneRenderLayer being a struct, this totally > corresponds to what's happening in render API of Blender. > > That being said, think you don't really need to extend SceneRenderLayer > structure, but want to add some custom render passes instead. There's > indeed no clean way to do it. Think the way to go would be to specify > engine-specific passes via some RenderEngineType, but this wasn't really > investigated yet and needs some design proposal ad implementation. >
That's basically what I think we'll up doing. However then you need to tell the render result what layers to load in some how? Haven't thought this through. > > ... > Roughly speaking, ID is an entity of scene graph which artists operates > with and could be referenced from all over the place. In this regard making > space an ID is wrong because you never want to re-use same space from > different areas of blender. > I guess maybe I don't understand from that description why you wouldn't want the SceneRenderLayer to be an ID. Thanks for the reply. _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
