win32 build fixes
parent
e1682900f1
commit
b5e5e6abf7
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@ -2,22 +2,6 @@
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to be tested for consistency. This is done
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using the testcase 'test_chisquare' -->
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<scene>
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<!-- Test a smooth coating over a diffuse base material -->
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<bsdf type="coating">
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<float name="intIOR" value="1.5"/>
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<float name="extIOR" value="1"/>
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<rgb name="sigmaA" value="0.1 0.2 0.3"/>
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<float name="thickness" value="2"/>
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<bsdf type="diffuse"/>
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</bsdf>
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<!-- Test a smooth coating over a rough metal material -->
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<bsdf type="coating">
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<float name="intIOR" value="1.5"/>
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<float name="extIOR" value="1"/>
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<bsdf type="roughconductor"/>
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</bsdf>
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<!-- Test the smooth diffuse model -->
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<bsdf type="diffuse"/>
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@ -142,10 +126,30 @@
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<bsdf type="ward">
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<float name="alphaU" value=".1"/>
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<float name="alphaV" value=".3"/>
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<spectrum name="diffuseReflectance" value="0.2"/>
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<spectrum name="specularReflectance" value="0.4"/>
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</bsdf>
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<!-- Test the mask model -->
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<!-- Test the mask model (with constant 50% opacity) -->
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<bsdf type="mask">
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<spectrum name="opacity" value="0.5"/>
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<bsdf type="diffuse"/>
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</bsdf>
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<!-- Test the smooth coating over a diffuse base material -->
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<bsdf type="coating">
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<float name="intIOR" value="1.5"/>
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<float name="extIOR" value="1"/>
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<rgb name="sigmaA" value="0.1 0.2 0.3"/>
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<float name="thickness" value="2"/>
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<bsdf type="diffuse"/>
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</bsdf>
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<!-- Test the smooth coating over a rough metal material -->
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<bsdf type="coating">
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<float name="intIOR" value="1.5"/>
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<float name="extIOR" value="1"/>
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<bsdf type="roughconductor"/>
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</bsdf>
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</scene>
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@ -35,7 +35,7 @@ MTS_NAMESPACE_BEGIN
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*
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* Includes a \ref Shader implementation for hardware rendering
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*/
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class MTS_EXPORT_RENDER ConstantSpectrumTexture : public Texture {
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class MTS_EXPORT_HW ConstantSpectrumTexture : public Texture {
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public:
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inline ConstantSpectrumTexture(const Spectrum &value)
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: Texture(Properties()), m_value(value) {
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@ -83,7 +83,7 @@ protected:
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*
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* Includes a \ref Shader implementation for hardware rendering
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*/
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class MTS_EXPORT_RENDER ConstantFloatTexture : public Texture {
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class MTS_EXPORT_HW ConstantFloatTexture : public Texture {
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public:
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inline ConstantFloatTexture(const Float &value)
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: Texture(Properties()), m_value(value) {
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